Voidborn (5e Class)

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Lost in the void for years upon years the Voidborn learned to navigate not only the landscape but the horrors imprinted in his own mind. The Voidborn must learn to harness their own natural Charisma to survive all the new horrors swimming around their head after finding their way out of the void.

Creating a Voidborn[edit]

Quick Build

You can make a Voidborn quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Constitution is always a good stat for casters as well. Second, choose any background.

Class Features

As a Voidborn you gain the following class features.

Hit Points

Hit Dice: 1d8 per Voidborn level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Voidborn level after 1st


Armor: Light Armor
Weapons: Simple, Bows, Slings
Tools: Disguise Kit and One Musical Instrument
Saving Throws: Charisma and Intelligence
Skills: Choose Four from- Arcana, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Rapier or (b) Shortsword
  • (a) Short bow with 20 Arrows or (b) Sling with 20 Bullets or (c) Hand Crossbow with 20 Bolts
  • (a) Leather Armor or (b) Padded Armor
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 2D10+5 in funds.

Table: The Voidborn

Level Proficiency
Features —Spell Slots per Spell Level—
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6



A Voidborn has innate spellcasting from being exposed to the Void for an extended period of time. The Voidborn's spell DC=8+Prof Bonus+Charisma Bonus. The Spell Slots per day are as followed.
Cantrips= Choose 4 Mage Hand, Viscous Mockery, Guidance, Spare the Dying, Prestidigitation, Blade Ward
1st Level= 1 - - - - - - - -
2nd Level= 2 - - - - - - - -
3rd Level= 3 1 - - - - - - -
4th Level= 3 2 - - - - - - -
5th Level= 3 2 1 - - - - - -
6th Level= 4 3 1 - - - - - -
7th Level= 4 3 2 1 - - - - -
8th Level= 4 3 3 1 - - - - -
9th Level= 4 3 3 2 1 - - - -
10thLevel= 4 3 3 2 1 - - - -
11thLevel= 4 3 3 2 2 1 - - -
12thLevel= 4 3 3 2 2 1 - - -
13thLevel= 4 3 3 2 2 1 1 - -
14thLevel= 4 3 3 2 2 1 1 - -
15thLevel= 4 3 3 2 2 1 1 1 -
16thLevel= 4 3 3 2 2 1 1 1 -
17thLevel= 4 3 3 2 2 1 1 1 1
18thLevel= 4 3 3 3 2 1 1 1 1
19thLevel= 4 3 3 3 3 2 1 1 1
20thLevel= 4 3 3 3 3 2 2 1 1
Voidborn Spell List
1st Level= Armor of Agathys, Charm Person, Chaos Bolt, Comprehend Languages, Command, Cure Wounds, Detect Magic, Disguise Self, Feather Fall, Healing Word, Hex (but Psychic).
2nd Level= Augury, Blur, Cloud of Daggers, Find Traps, Hold person, Invisibility, Knock, Suggestion.
3rd Level= Bestow Curse, Counterspell, Dispel Magic, Fly, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Bolt, Tongues.
4th Level= Charm Person, Death Ward, Dimension Door, Evard's Black Tentacles, Greater Invisibility, Stoneskin.
5th Level= Bigby's Hand, Insect Plague, Mass Cure Wounds, Mislead, Modify Memory, Scrying, Telekinesis.
6th Level= Blade Barrier, Harm, Heal, Heroes Feast, Otto's Irresistible Dance, True Seeing.
7th Level= Finger of Death, Mordekainen's Magnificent Mansion, Project Image, Reverse Gravity.
8th Level= Demiplane, Feeblemind, Telepathy, Maze.
9th Level= Mass Heal, Psychic Scream, Weird.


At Level one: In order to escape the Void the Voidborn had to trick someone to take their place in the void, when the Voidborn rolls a Natural 1 on a attack roll or spell attack roll their rival they tricked into taking their place gets one step closer to being released. If the Voidborn rolls three natural ones in one day (between long rests) their rival escapes the void themselves and pursues the Voidborn. This can be at the DMs discretion whether this is a plot hook or a one time quick encounter and what type of stat block their rival has and their background.


At Level 1 Bonus Action to Part your body and make an identical clone within 30 feet of you that may draw attention, to find real Voidborn is Voidborn Deception Vs. Enemies Insight. Can use clones as many times as your charisma modifier. Clones refresh on a long rest. Clone share the PCs armor class but only have 10 HP +1 per level after level one. The clone can be moved the Voidborn's movement speed as a bonus action.


At Level 2 the Voidborn harnesses mental energy and learns to telepathically communicate with anyone he has known for more than 24 hours. The receive cannot respond to the Voidborn


At Level 3 choose a Voidborn Archetype


At Level 4 as an action the Voidborn's Clone speaks a taunting phrase that only the target can hear. Must make a Spell Save DC=to Voidborn's spell DC or be taunted into attacking clone until saving throw is made at the end of their turn using their action. Once per long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


At Level 5 if the real Voidborn takes an attack against a target that his clone is within 5 feet of the Voidborn gains advantage on the attack due to the clone's distraction.


At Level 6 as an action the Voidborn or its clone weaves his words in a horrifying manner and attempts to fear an enemy. Spell Save DC=Voidborn's spell DC or become feared for one hour.Once per long rest.


At Level 7 as a bonus action the Voidborn can swap places with his active clone if it is within 30 feet of him.


At Level 9 as an action the Voidborn can cause his active clone to detonate dealing 1d12 Psychic damage (scaling with Voidborn Level) to all enemies within 10 feet of it.


At Level 10 the Voidborn gains the ability to convert any spell damage into Psychic damage instead.


At Level 11 Clone Shatter improves to 2d12


At Level 12 the Voidborn harnesses the mental property to slow time around him granting him one extra action, can only use once per long rest.


At Level 13 Clone Shatter damage improves to 3D12


At Level 14 the Voidborn can identify an enemies weak points just by looking at them. Natural 19 and 20s both now count as Critical strikes.


At Level 15 Clone Shatter damage improves to 4D12 and adds an additional 10 feet to its damage radius.


At Level 16 the Voidborn unlocks the true potential behind his cloning abilities. The Voidborn can now have 2 clones active at a time both giving all the benefits of the normal one and using the same statistics.


At Level 17 Clone shatter damage improves to 5d12 and now adds the Voidborn's Charisma modifier to its damage.


At level 20 the Voidborn has truly mastered the horrible manifestations inside their head. The Voidborn is immune to psychic damage and any creature that tries to inflict psychic damage or read its thoughts or take control of them to it is dealt half that damage back to it. (Minimum 20 Psychic damage) Additionally the Voidborn is now immune to the Charmed and Feared conditions.


The Voidborn gains the ability to manipulate several things he was imbued with inside of the void.


At Level 3 the Voidborn grows a spectral tentacle that can be hidden from sight and that can be used to push or an enemy 15 feet, Strength Saving Throw DC:15


At Level 6 the tentacle gives the Voidborn the ability to cast Evard's black tentacles amount of times equal to half the Voidborn's Charisma modifier rounded down per day.


At Level 9 the Voidborn learns how to strengthen an ally using the tentacle. Once per day the Voidborn can wrap its tentacle around an ally within ten feet and grant that ally a +2 to its AC for 10 minutes.


At Level 12 the Voidborn can use his tentacle as a reaction to impose disadvantage on one attack from an enemy within 10 feet of the Voidborn.


At Level 15 the Voidborn can send its tentacle to devour a dead creature's mind and heal itself or an ally for half the creature's max HP once per day.


The Voidborn adapted to his environment during his time in the void and some of his latent adaptations begun manifesting in his or her body.


At Level 3 the Voidborn realizes his inclination to darkness. You gain dark vision up to 60 feet. If you already have it the range is doubled.


At Level 6 the Voidborn's body hardens as a result of the coldness of the void. You are not negatively impacted by temperature. You can also move normally on rough terrain instead of moving half of your movement but are still subject to other effects from rough terrain. (For example Damage or Status Conditions)


At Level 9 you skin hardens like the beasts that hunted you inside of the void. You gain resistance to Bludgeoning, Piercing or Slashing damage that is not Magical or Silvered.


At Level 12 you gain the ability to sprout bestial wings once per day. You gain a flying speed of 60 feet for one minute. However during this time you forfeit your Bludgeoning, Piercing and Slashing resistances as the wings temporarily pierce through hardened bestial skin.


At Level 15 the Voidborn replicates the movement of the Displacer beasts inside the void. Any enemies attacking the Voidborn have disadvantage. If the Voidborn is struck this trait ceases to function until the end of the Voidborn's next turn.


Prerequisites. To qualify for multiclassing into the Voidborn class, you must meet these prerequisites: Charisma 16 and Backstory of entering the void and seeing it's horrors

Proficiencies. When you multiclass into the Voidborn class, you gain the following proficiencies: Arcana and Deception

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