Arcane Tradition: Void Caller
The call of the void beyond the bounds of reality can be eerily tempting. Wizards who study the Far Realm can sometimes find themselves granted a strange, eldritch being. This being, black as the void itself, may truly be a physical portion of that endless night, though it is hard to say. The beings are strangely docile outside combat, but inspire an eerie sense of discomfort in those nearby.
Eldritch Familiar
When you choose this path at 2nd level, you summon forth a familiar from the Far Realm, a warbling mass of impossibly black matter that floats near you. It has one unsettlingly white eye in its center.
The warbling mass rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on.
You can communicate with your familiar telepathically as long as it is within 60 feet of you and the familiar obeys your commands as best it can. If you are ever more than 60 feet from the familiar, it uses its next available action to teleport to your side, appearing just above your shoulder.
If your familiar falls to 0 hit points, it disappears immediately into a black portal. When you finish a short or long rest, the familiar appears above your shoulder again from its black portal. If you are incapacitated, your familiar vanishes as if it had fallen to 0 hit points.
Otherworldly Link
Starting at 2nd level, your familiar gains certain benefits alongside you.
Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its damage rolls.
For each level you gain after 2nd, your familiar gains an additional hit die and increases its hit points accordingly. Additionally, whenever you gain the Ability Score Improvement class feature, your familiar gains proficiency in one skill of your choice from Arcana, History, Investigation, Insight, Perception, and Stealth. When you make a check that your familiar has proficiency in, it can take the help action to assist you with strange knowledge that it sends to your mind.
Your familiar can cast any of the cantrips you have in your spellbook that do not deal damage. When you or your familiar cast a cantrip with a range of self, it can be made to affect you or the familiar. Additionally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast it. Your familiar must use its reaction to deliver the spell when you cast it. Spells cast by, or through, your familiar always use your spell attack modifier and spell save DC.
Warbling Mass
Tiny aberration, unaligned
- Armor Class 12
- Hit Points 7 (3d4)
- Speed 0 ft., fly 20ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 12 (+1)
- Saving Throws Dex +4
- Condition Immunities blinded, charmed, frightened, petrified, poisoned, prone
- Senses blindsight 40 ft. (blind beyond this radius), passive Perception 11
- Languages —
- Challenge 1/8 (25 XP)
Actions
Black Touch. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Shadow Bolt
Starting at 6th level, your familiar can infuse itself into your spells, granting them a dark weight. When you cast a spell requiring a spell attack roll, your familiar can use its reaction to fly into your projectile before it impacts the target, granting it a sickly black aura. On a hit, the affected spell deals additional 1d6 necrotic damage. Your familiar then takes 1d6 necrotic damage, and appears in an unoccupied space adjacent to the target.
Chilling Darkness
When you reach 10th level, your familiar can use its action to attempt to engulf an adjacent creature in an uncannily cold and unsettling darkness. The creature must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the familiar enters the creature's space, and the creature becomes blinded.
As long as the familiar is engulfing a creature, it can't move and must use its action each turn to continue the effect. At the end of each the creature's turns, it and your familiar take cold damage equal to half your level, and it can make a Dexterity saving throw. On a success, the effect ends and your familiar emerges in the nearest unoccupied space.
Eldritch Power
When you reach 14th level, your familiar grows in size and strength. Its size is Small. Additionally, Your familiar can cast any 1st level spell you have in your spellbook that does not deal damage, without expending a spell slot or material components. When you or your familiar cast a spell with a range of self, it can be made to affect you or the familiar itself. After it casts a 1st level spell, the familiar takes 10 necrotic damage.
Void Caller v0.9
This version of the void caller is a work in progress and in need of review.
Art
All uncredited art is from DMsGuild Free Creators Resources and Arcana Games Stock Art Packs.
Background
Here's another subclass for that compendium that'll be done eventually. This one is meant as a sort of wizard's beastmaster, which I thought could be an interesting concept.
Obviously the fluff and background is missing, and the current 14th level ability (Eldritch Power) is not my favorite, and will probably be changed in the next version.
/u/SubjectiveSloth
My Other Works:
- Bloodrager and Whirlwind Barbarian Paths
- Spell Rarity System
- Tiefling Subraces for the Lords of the Nine
- Siren and Rusalka monsters
- Thediem, Master of Everything
- The Mechanist subclass for the UA Arteficer
- For Honor subclasses for 5e
- Naeris, The Mythic Dragon Monster
- Tieflings Reimagined
- Trapper Rogue
- Fey-Touched Sorcerer
- Inner Self Monk
- Elemental Barbarian
- Bard College of Doors
- Nomad Class
- Fringe Seeker Rogue
- Way of Balance Monk
- Non-Human Aasimar Variants
- Bard College of Flavor
- Ranger Warp Sniper
- Wizard Void Caller
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Recent Changes
- Added description
- Familiar no longer gets ASI's, instead gets proficiency
- Familiar can use help action when proficient in skills
- When familiar or wizard casts cantrips with range of self, they can be cast on the other
- Shadow Bolt changed to 1d6 necrotic, from half your level
- Smothering Darkness changed name to Chilling Darkness
- Chilling Darkness deals half your level damage per turn, to target and itself
- Eldritch Power damage changed from half your level to a flat 10 necrotic