Voidhunter (5e Class)

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Voidhunter[edit]

What the hell even am I fighting?

- Unlucky opponent

Daemons Made Flesh[edit]

Voidhunters are those who have walked the abyss between existence and oblivion—and returned. The Void, a realm adjacent to the living world and brushing against the domain of the Dark Ones at the edge of space, is a place where reality bends and truth is malleable. Its depths are shrouded in eternal blackness, its gravity shifts like a fickle god’s whim, and its denizens—Daemons—are not creatures of flesh, but of pure essence: concepts given will, emotions given form, and, in rare cases, echoes of souls lost in the Astral Plane.

Sometimes, through fleeting rifts, the most desperate or the most insatiably curious of Daemons reach toward the Material Plane. Those they touch suffer fates both cruel and strange—some are driven mad, others twisted into nightmarish abominations. But the rarest of all, those of indomitable spirit, endure. They emerge changed, Voidblessed, standing at the threshold of two realities.

They are no longer entirely mortal. Their bodies begin to reject the shape they once held, warping under the pressure of the Daemon’s essence. Bone, sinew, and will entwine with something... else. From this metamorphosis is born the Volunta—a living weapon, a manifest limb of the Void, grown from within and honed for battle. Sinewed with black will and hunger, the Volunta is neither parasite nor prosthesis. It is the Voidhunter's other self—alive, evolving, and hungry for truth.

Among these few, the ones who unravel the deeper truth—the reason the Daemons flee and become something greater. They become Voidhunters. Warriors of unfathomable might, wielding the power of the Void without succumbing to its corruption. They are the sentinels at the edge of oblivion, the last line between existence and the horrors that lurk beyond.

Visions of the End[edit]

To be Voidblessed is to dream of ruin.

The Daemon’s essence within them carries memories of past collapses, visions of the inevitable decay of all things. They dream of worlds undone, of civilizations swallowed by entropy, of the Dark Ones stirring in the abyss, awaiting the final hour to descend upon the Material Plane. Even if the end is eons away, the Voidblessed see it. They feel it.

And their bodies remember it too.

Each awakening of the Volunta is a reminder that the Void does not gift without altering. The hunger it carries, the reflex to defend or to destroy—these are the echoes of a Daemon’s fear, carved into the body like instinct. The Voidhunters know this, and they endure it. They choose to carry that weapon beneath their skin, to answer the whisper of annihilation with steel and claw.

They do not fight for power. They do not fight for conquest.

They fight because they alone can see the fragility of reality—and they refuse to let it shatter.

Creators of Vessirants, Wielders of Voluntas[edit]

A Voidhunter’s weapons are more than steel and edge, more than carved wood or tempered metal. Over time, they awaken.

There are two such awakenings.

The first is Vessirant—a weapon not born of history. As a Voidhunter endures battle after battle, the Void within them begins to echo through their chosen armament. This weapon absorbs not just Void essence, but memory: victories, failures, ideals. Eventually, it awakens—not as a cursed item or a relic, but as a sentient companion, forged not by smiths, but by survival. It learns. It judges. And in time, it chooses.

The second is Volunta—the Void’s gift of flesh. A writhing, organic extension of the Voidhunter’s will, it erupts from beneath their skin in battle, shaped by instinct and honed through pain. It is not learned; it is survived. In its earliest form, a Volunta is a wild, reactive thing—claws, tendrils, scything wings or jaws. But as the hunter matures, so too does their Volunta, becoming a reflection of their very soul.

Where the Volunta is the expression of the Void’s hunger, the Vessirant becomes the expression of the hunter’s identity.

To fight with both is to become something few can fathom—neither man nor monster, but a force that exists between.

Bearers of the Seal[edit]

Those who have felt the touch of a Daemon do not walk away unmarked. Upon their flesh, a seal takes form—layered, shifting, inked in patterns that defy mortal comprehension. A Voidhunter’s seal is not merely a brand; it is a prison, a chain that binds something vast and unknowable within.

Many fear what lies beneath the layers of the seal. Three barriers. Three locks. Three warnings.

To break them is to risk the unknown. To break them is to invite what slumbers beneath into waking.

And yet... some whisper that the deeper the connection to the Void, the more vivid the Volunta becomes—more intelligent, more distinct. That when the final seal is undone, it is not the Voidhunter who is unbound.

It is their true self, at last fully born.

Creating a Voidhunter[edit]

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You can tell when you are facing a voidhunter.
By [1]


Before you create a Voidhunter you should consider the following. How did they fuse with their Daemon? Were they actively seeking it out or was it a coincidence? What are their plans with the power?

Quick Build

You can make a Voidhunter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution followed by Dexterity. Second, choose the feylost background. Third, choose Acrobatics and Intimidation for your skills.

Class Features

As a Voidhunter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Voidhunter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Voidhunter level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Insight, Investigation

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • an explorer's pack
  • (a) Scale Mail or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Voidhunter

Level Proficiency
Bonus
Features Daemon Dice
1st +2 Halfdaemon, Vessirant Savant d4
2nd +2 Volunta, Give That Back d4
3rd +2 Concept d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Gravitas of the Void d6
7th +3 Concept Feature d6
8th +3 Ability Score Improvement d6
9th +4 Edge of Sentience d6
10th +4 Fleshdeal d8
11th +4 Lifestealer d8
12th +4 Ability Score Improvement d8
13th +5 Mindbreak d8
14th +5 Concept Feature d8
15th +5 Birthright d10
16th +5 Ability Score Improvement d10
17th +6 Final Cut d10
18th +6 Concept Feature d10
19th +6 Ability Score Improvement d10
20th +6 Release The Beast d10

Halfdaemon[edit]

Starting at 1st level your body becomes closer to peak condition than it ever could, as you grow bigger and your sclera turns black and your iris turns blood red or violet. You gain proficiency in Athlethics. If you already have proficiency in Athlethics you gain expertise in it instead. Additionally as you learn how to listen to the voices from beyond you learn the Guidance cantrip. You can cast it without needing any components as you simply listen or make someone willing listen to your Daemon. Charisma is your spellcasting ability for it. If any feature mentions Daemon DC it is calculated using your Charisma modifier.

Daemon DC = 8 + proficiency modifier + your Charisma modifier.

Vessirant Savant[edit]

Beginning at 1st level you start to create life that you can pull into a weapon of your choosing. When you finish a long rest you imbue the Vessirant into either combination:

  • One two handed melee weapon,
  • One handed melee weapon and a shield.

As it becomes occupied by the Vessirant and is reffered to as such. You can only imbue one of the above options, as you are only capable of having one Vessirant. If you choose to imbue another combination when you finish a long rest Vessirant leaves the previous combination and imbues the new one.

While Vessirant occupies the combination, it changes its appearance to one of your choosing, while keeping its general shape. When the weapon is occupied by a Vessirant:

  • You can use the Charisma modifier both for the attack and damage roll of the weapon,
  • You can draw or stow a Vessirant as part of the attack. If Vessirant is a combination of a weapon and shield you also put the shield on as a part of an attack,
  • You can use your bonus action to instantly call your Vessirant to your hands, no matter where they are as they blink into your hands. If you wish, you can instead teleport your Vessirant into a space it usually occupies on you, such as a scabbard or your back.

Additionally you can transform Vessirant into a living being. Once per long rest you can cast Find Familiar using Charisma as your spellcasting ability for it. When you do so your Vessirant transforms into a familiar as it gains basic understanding of its existance. Vessirant can use its action to transform from and back into a weapon. When you use your bonus action to call your Vessirant to your hands it transforms from a familiar back into a weapon. If Vessirant dies as a familiar it transforms back into a weapon and cannot transform into a familiar until you finish a long rest. You can spend 1 hour and 10gp worth of materials to enable the transformation again as you perform a ritual with your Vessirant.

Volunta[edit]

Starting at 2nd level, a pair of unnatural limbs, known as Volunta, emerge from any place on your back manifesting as writhing tentacles, snapping jaws, or clawed arms. These are living extensions of your Daemonic origin. As a bonus action, you can extend or retract your Volunta at will.

While your Volunta are extended they have a reach of 10ft and you gain the following benefits:

  • Natural Weapon - Your Volunta are natural weapons. They use your either your Charisma or Strength modifier for attack and damage rolls. On hit, they deal either bludgeoning, slashing, or piercing damage (your choice when you make an attack) equal to your Daemon Die, as shown on the Voidhunter table.
  • Climbing - You gain a climbing speed equal to your walking speed.
  • Extended Interaction - You can interact with objects within the reach of your Volunta. You can grasp things with your Volunta and it can lift a number of pounds equal to what you can lift. You can use it to lift, drop, hold, push or pull an object or a creature, open or close a door or a container. Your Volunta can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell). Your DM might allow other simple tasks to be added to that list of options.
  • Grappling Apendage - You can grapple up to two creatures at once without using your hands. If two creatures are grappled this way, you cannot use your Volunta to make attacks.
  • Strong grip - When you move while grappling creatures up to your size, your speed isn't halved.
  • Supernatural Movement - You may use your Charisma modifier instead of Strength or Dexterity for Athletics or Acrobatics checks. Additionally, your high and long jumps are increased by reach of your Volunta and use your Charisma for determining distance. You can make running long and high jumps without moving first.
  • Void Lash - As a bonus action you may make one Volunta attack or attempt to grapple or shove a creature within reach of your Volunta.

At 6th level, your Volunta attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Give That Back[edit]

Beginning at 2nd level you learn to control your essence better and where it flows. After receiving damage from a creature you can declare the hit points that you lost stolen. If you do so, at the start of your turn you gain temporary hit points equal to stolen hit points. For 1 minute, whenever you deal damage to the creature that orignally dealt damage to you, you regain hit points equal to the damage you deal to that creature up to stolen amount. When you regain hit points in this way and still have the temporary hit points from this feature, you reduce the temporary hit points by the amount healed. You can use this feature once and can do so again after finishing the long rest.

Concept[edit]

Starting at 3rd level you choose the Concept. Choose between the Concept of the Seer and the Concept of the Brute all detailed at the end of the class description. Your choice grants you features at 3nd and again at 7th, 14th, 15th and 18th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gravitas of the Void[edit]

Starting at 6th level you pull more energy from the Void as it changes you and the world around you. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free as you learn how to manipulate your own gravity. Additionally when you are falling you can expend a reaction to reduce the fall damage by 5 times your level in this class as you quickly adjust how gravity affects you. Finally you can calculate the weight you can carry, push and drag using your Charisma modifier and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Edge of Sentience[edit]

Starting at 9th level your Vessirant becomes fully aware. When occupying a weapon it becomes a sentient being. It has Intelligence, Wisdom and Charisma scores equal to yours and has blindsight up to 10ft and darkvision up to 30ft even while in a Familiar form, unless the scores or vision form Familiar form are greater. It can freely converse with you, using telepathy regardless of the distance. Additionally Vessirant enchants the weapon it inhabits. At the start of your turn, choose one of the below options:

  • Voidslash - Vessirant opens the portal to the Void in unoccupied space within 5ft of you and another portal in a unoccupied space within 30ft of you that lasts until the end of your next turn. The portals seem bristling with energy and any creature of your choice that passes through them appears unharmed in the opposite portal. You can use this option proficiency amount of times, regaining uses on finishing a long rest.
  • Imbue - Vessirant pours more of its essence into the weapon it occupies. Choose between radiant, necrotic and force damage. Next time you deal damage using this weapon it is increased by 1d8 damage of the chosen type.
  • Decay - Vessirant pours destructive essence of the Void into the weapon it occupies. Next time you deal damage using this weapon to creature or creatures, they cannot regain hit points until the start of Vessirant's next turn.


Additionally as a reaction to making a saving throw you can gain advantage on saving throw as the Vessirant tries to protects you. You can use this feature amount of times equal to your Charisma modifier, regaining uses of this feature after finishing a long rest.

Fleshdeal[edit]

Beginning at 10th level the first layer of seal on your breaks apart, as you feel filled with power as the faint lines on your body grow. You become immune to diseases and you gain advantage on saving throws against being poisoned and poison damage. Additionally you gain resistance to poison damage. You gain resistance to necrotic damage at 13th level and resistance to radiant damage at 15th level. Finally if you lost any limbs, they are restored when you finish a long rest bringing you back to your peak form.

Lifestealer[edit]

Starting at 11th level your Volunta grows in power and in numbers as they try to sustain you. You gain two additional Volunta, your Volunta has now a reach of 20ft and your Volunta gains additional features:

  • Grappling Apendage - You can grapple up to four creatures at once without using your hands. If four creatures are grappled this way, you cannot use your Volunta to make attacks.
  • Stronger grip - When you move while grappling creatures up one size larger than you, your speed isn't halved and you can grapple creatures up to two sizes larger than you.
  • Void Lash - As a bonus action you may either:
    • Make one Volunta attack and attempt to grapple or shove a creature within reach of your Volunta in order of your choosing,
    • Make two attempts to grapple or shove a creature within reach of your Volunta,
  • Life Siphon - Once per turn when you deal damage to a creature with your Volunta you gain Charisma modifier temporary hitpoints,
  • Passive Suit - If you don't attack with your Volunta during your turn you gain a +2 bonus to your AC until the start of your next turn,

Mindbreak[edit]

Beginning at 13th level you are almost at the peak of the fusion between you and your Daemon as the Second Seal breaks. You feel as your mind starts working more on abstract concepts, not in a linear way but as a series of streams. You gain advantage on saving throws against being charmed and you become immune to being frightened. Additionally you can communicate telepathicaly with any creature you can see within 1000ft, exchanging images, feelings or concepts provided it speaks at least one language. If the creature is willing you can perceive through its senses as an action.

Birthright[edit]

Starting at 15th level the final seal breaks and the truth is revealed - Daemon was your representation in the Void all along. You finally merge with it granting you:

  • Your creature type changes to either celestial, fiend or monstrosity. You make this choice once when you get this feature.
  • You cannot age, you always appear as if in your peak condition biologically and you become immune to magic that would age you or alter your age,
  • You gain flying speed equal to your walking speed as you gain additional Volunta as wings,
  • Once per turn, when you have less than half hit points left, when you deal damage to a creature you regain your Charisma modifier hitpoints.

Final Cut[edit]

Beginning at 17th level your Vessirant becomes fully awakened. Instead of a form of a beast used in Find Familiar spell, it can instead assume the form of a humanoid. While in a humanoid form it shares your ability scores and has 10 hit points. In addition Vessirant enhances the weapon it is inside even further, bringing the weapon to its peak performance. Your weapon and Volunta attacks score a critical hit on a 1 and additionally on a roll of one less than your current critical range as the Vessirant bends the logic pulling on the Void energy.

Release The Beast[edit]

Starting at 20h level your Volunta evolve for the last time growing two additional ones. The reach of your Volunta is now and when your Volunta are extended:

  • Passive Suit - If you don't attack with your Volunta during your turn you gain a +3 bonus to your AC until the start of your next turn,
  • Grappling Apendage - You can grapple up to six creatures at once without using your hands. If six creatures are grappled this way, you cannot use your Volunta to make attacks.
  • Strongest grip - When you move while grappling creatures up two size larger than you, your speed isn't halved and you can grapple creatures up to two sizes larger than you.
  • Void Lash - As a bonus action you may either:
    • Make two Volunta attacks and attempt to grapple or shove a creature within reach of your Volunta in order of your choosing,
    • Make one Volunta attack and make two attempts to grapple or shove a creature within reach of your Volunta in order of your choosing,
    • Make three attempts to grapple or shove a creature within reach of your Volunta,
  • Chaotic Lash - As a bonus action you can make one Volunta attacks against each creature within the reach of your Volunta.

Concept[edit]

Concept of the Seer[edit]

To see is to understand, but a Seer does not simply observe—they pierce through the veil of reality itself. Their vision transcends the mortal plane, unraveling the secrets of the Void, the whispers of fate, and the echoes of things yet to come. Seers walk the line between perception and prophecy, wielding sight so profound it bends the very nature of existence. As their connection to the Void deepens, their eyes of the soul awaken, allowing them to witness the threads of destiny before they are woven. Legends speak of Master Seers, Voidhunters so attuned to the unseen that they can anticipate the future before it unfolds. To them, battle is not fought in the moment—it is foreseen, shaped, and decided before the first blow lands. The strongest among them are said to stand outside of time itself, glimpsing the final threads of reality and, if they will it, cutting them.

As the next eyes open they can be seen as either spectral or biological eyes on your face in place and appearance of your choosing. They are not visible when you wish for them to visible.

Third Eye of the Echoes

Starting at 3rd level your third eye opens, as you see the glimpses of the past. You can see normally in darkness, both magical and nonmagical up to 120ft and you gain 10ft of blindsight. As a action you can focus on an object or a creature within 30ft that you can perceive:

  • Object - You gain visions of its history, seeing glimpses of significant moments tied to it as you learn its properties as if you cast identify on it. Roll a d4, you learn the number rolled of additional events from its history, if there are any.
  • Creature - You witness fragments of its past, revealing key moments or memories. Roll a d12:
d12 Gained Knowledge Options
1 Target's proficiencies in saving throws, if any.
2 Target's spellcasting ability score and spellcaster level, if any.
3 Target's damage resistances and immunities, if any.
4 One of the target's features, determined by GM.
5 Target's condition immunities, if any.
6 Target's senses and its passive perception score.
7 One of the target's legendary actions, determined by GM, if any.
8 One of the target's specific action or bonus action options, determined by GM.
9 One of the target's specific reaction options, determined by GM, if any.
10 Some lore information about the target, determined by GM.
11 One of the target's specific lair action options, determined by GM, if any.
12 One of the target's specific mythic action options, determined by GM, if any.

You can use this feature on creatures amount of times equal to your Charisma modifier regaining expended uses on finishing a long rest. If you roll the same feature twice, you can reroll it until you learn something new. Whether the saving throw succeeds or not, the creature doesn't know you probed its past.

Fourth Eye of the Veil

Beginning at 7th level the fourth eye opens as it shows you what hides in the present, below the Veil. When you miss with an attack you can reroll the result as you try to change your fate. You can use this feature Charisma modifier amount of times, regaining usages of this feature when you finish a long rest. Additionally you can use your Charisma modifier for Perception checks and your passive perception as you see the things for what they are using your spirit. Finally your Volunta seem to anticipate attacks as they try to blockattacks. After receiving damage you can use your reaction to reduce the damage by two Daemon Die rolls.

Fifth Eye of the Unwritten

Starting at 14th level you open the fifth eye as it shows you what awaits you and others around you. You gain 30ft of true sight, tremorsense and you extende your blindsight by 20ft. Additionally you learn how to change fate of others. When you are hit with an attack you can make the creature reroll the result, taking the lower one of the two. You can use this feature Charisma modifier amount of times, regaining usages of this feature when you finish a long rest.

Sixth and Seventh Eye of the Unbound and End

Beginning at 18th level you reach the full Daemonhood as now you can feel the fabric of the reality at your fingertips. You gain immunity to the divination magic and creatures using it against you don't get any benefits. If a creature attempts to foresee or predict your fate, it instead receives false visions of DM's choosing. If any creature stops time you are not affected by that effect and can move and act in stopped time as normal. You also cannot be surprised. Additionally as an bonus action you transform as all of your eyes open and you become Allseeing for 1 minute. While in this state, you gain the following benefits:

  • Advantage on attack rolls, ability checks, and saving throws,
  • Other creatures have disadvantage on attack rolls against you,
  • If damage would reduce you to 0 hit points, you ignore the damage, as if it wasn't applied to you and you appear in an unocuppied space within 60ft of you of your choosing. This can occur once per transformation.

You can use this feature once, regaining usage of this feature when you finish a long rest.

Concept of the Brute[edit]

Power is the only truth. While others seek wisdom in the Void, the Brutes tear strength from its depths, wielding its chaotic force as both shield and weapon. They do not whisper to the abyss or bargain with unseen forces—they take what they need and break anything that stands in their way.

Brutes are the unstoppable force, the living embodiment of destruction. They are not bound by the fragile laws of the world; they shatter them. Where others bend reality with careful precision, Brutes rip through it with sheer, unrelenting might. Their bodies are forged by Void-born resilience, their strength fueled by limitless fury.

Legends tell of Voidborn Titans, warriors who have devoured the abyss itself, whose blows shake the fabric of existence. To face one in battle is not to fight a warrior—it is to stand against the storm, the avalanche, the inevitable end.

Voidborne Fury

Starting at 3rd level you feel how the Void adds to your imposing physique. You gain +1 bonus to your AC as the Void shields you. Additionally, when you fail any ability Athlethics or Acrobatic check you can add your Charisma modifier to it, possibly resulting in the success. You can use this feature your Charisma modifieramount of times, regainin uses of this feature when you finish a long rest.

Titan's Endurance

Beginning at 7th level it becomes even harder to wound you. You reduce the damage received by Charisma modifier. Additionally your Volunta learn how to better control area around you. After receiving damage you can use your reaction to attempt to grapple the creature that dealt damage to you.

Anihiliation Stance

Starting at 14th level the fury you unleash transform your fighting style into that of a monster from another dimension. When you roll any damage, treat any roll lower than 3 as 4. Additionally when you start your turn, choose one damage type. You gain resistance to that damage until the start of your next turn.

World Breaker

Beginning at 18th level the Void’s raw power fully manifests within you, turning you into an unstoppable force of destruction. With each strike, the laws of reality crack, and the battlefield itself bends beneath your might. As a bonus action, you enter the World Breaker State for 1 minute. While in this state, you gain the following benefits:

  • Reality-Shattering Blows – You ignore resistances to damage you deal. If a creature is immune to the damage you deal you can choose to deal force damage instead.
  • Seismic Strikes – Once per turn, when you hit a creature or object with a weapon attack, you can release a shockwave in a 10-foot radius, forcing all creatures in range to make a Strength saving throw against your Daemon DC or be knocked prone and take force damage equal to your Charisma modifier.
  • End of All Things – If your hit points reach 0 or you are dead, you can immediately rise with half your maximum HP. This can occur once per transformation.

You can use this feature once, regaining usage of this feature when you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Evolutionist class, you must meet these prerequisites: Charisma 15

Proficiencies. When you multiclass into the Voidhunter class, you gain the following proficiencies: simple weapons, light armor

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