The Marked One v2.3 - Player Class

by Xenomorphy

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The Marked One




































Marked One

A guard hears a noise from the shadows and goes to investigate. He doesn't seem to notice anything as a figure forms from his own shadow and slices his throat from behind.

Three man are chasing a small woman through the streets, when suddenly with the sound of whispers being blown away by the wind she disappears from sight and they hear the sound of footsteps from the roofs above.

The clashing of swords echoes throughout the streets as two men are fighting. Just as it seems that one of them is going to execute the finishing blow the other man suddenly moves with superhuman speed and knocks the first off his feet.

A woman stands surrounded by a group of gang members all showing their blades and crooked teeth as they smile. She smiles back before releasing a huge blast of wind knocking all of them away from her and into nearby objects.

Being marked by the void grants great powers to a person that allow them to move faster, fight better, teleport, slow time around them and many others. It is a rare power however given to people by a mysterious entity from the Void. It visits them in their dreams after an event that marks them as interesting to the entity.

The Chosen

Being chosen to get the powers of the mark is not something achievable by everybody. An event exceptional enough to gain the attention of the void entity has to happen before you are even considered as a mark bearer. When creating your character think of what event exactly triggered this interest and what happened in your dream of the Void.

Those bearing the mark are closely watched by the entity as long as they remain interesting to it. Falling out of interest of the entity might entail some bad luck for the mark bearer, although it rarely removes the mark from anyone.

Touched by the Void

Those bearing the mark are also known as void touched. They exude void energies and many arcane individuals feel uneasy around them. The mark of the void seeps into the world through you, and any powers you enact from it mark the world by void energies sometimes detectable by very powerful arcanists.

Showing your powers off will impress most individuals, but those intimately familiar or powerful enough to notice the origin of the mark might not look upon you so favorably, maybe even becoming hostile towards you because of your powers. For this reason many people with the mark hide it somehow, although it's darkness pierces any obstruction once active.

Quick Build

You can make a Marked One quickly by following these suggestions. Dexterity should be your highest ability score, followed by Charisma and Constitution. Secondly choose the Blink power.

Marked One
Level Proficiency Bonus Features Void Powers Void Upgrades Void Points
1st +2 The Mark, Enhanced Traversal 1 - 2
2nd +2 Enhanced Strength, Blood Thirst 2 - 3
3rd +2 Void Specialization, Void Upgrades 2 1 4
4th +2 Ability Score Improvement 2 1 5
5th +3 Extra Attack 3 2 6
6th +3 Expertise 3 2 7
7th +3 Deflect 3 3 8
8th +3 Ability Score Improvement 3 3 9
9th +4 Void Specialization Feature 3 4 11
10th +4 Void Refill 4 4 12
11th +4 Evasion 4 5 13
12th +4 Ability Score Improvement 4 5 14
13th +5 Void Specialization Feature 4 6 16
14th +5 Whispers of the Void 4 6 17
15th +5 Improved Blood Thirst 5 8 18
16th +5 Ability Score Improvement 5 8 19
17th +6 Void Specialization Feature 5 9 21
18th +6 Improved Void Refill 6 9 22
19th +6 Ability Score Improvement 6 10 23
20th +6 Body of the Void 6 10 24

Class Features

As a Marked One, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per marked one level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, rapiers, shortswords
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand and Stealth.

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a hand crossbow and 20 bolts or (b) a shortsword
  • (a) a burglar's pack, (b) an explorer's pack
  • Leather armor and two daggers

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

The Mark

Starting at 1st level, you are marked by the void entity. The mark appears somewhere easily visible on your body, usually on your non-dominant hand. Your mark must not be obstructed by anything except for light material, such as a bandage, cloth, gloves, thin clothing etc. for you to be able to use your abilities. Your mark also glows faintly when you use a Void Power, just enough for anyone who is looking directly at you to notice it. Every supernatural ability granted by this class requires somatic components, but not material or verbal components.

Void Powers

You gain access to a Void Power, a mystical ability that allows you to manipulate the world. You gain more Void Powers as you level up in this class, as shown on the Marked One class table. Void Powers are detailed at the end of this document.

Void Points

To use your powers you must expend Void Points of which you have 2 at first level. The number of Void Points you have to spend increases as you level up in this class as shown on the Marked One class table. Your Void Points recharge on a short or long rest. Some of your Void Powers require your target to make a saving throw to resist the power’s effects. The saving throw DC is calculated as follows:

Void Save DC = 8 + your proficiency bonus +

your Charisma modifier

Enhanced Traversal

Also at 1st level the void empowers your body and allows you to traverse your surroundings easier:

  • Your movement speed increases by 10ft.
  • As a reaction when falling you can reduce the falling damage you take by three times your Marked One level.

Enhanced Strength

At 2nd level the void further improves your physique by making you stronger:

  • Your can make a running high jump or a running long jump without moving prior.
  • Your high jump and long jump distance is increased by a number of feet equal to twice your proficiency bonus.

Blood Thirst

Also at 2nd level, after using a Void Power you have advantage on the next attack you make.

Void Specialization

At 3rd level you start specializing in a certain approach to increasing your powers. You get to choose between the Void Knife and Bone Crafter void specializations, which are detailed at the end of this class.

Void Upgrades

Also at 3rd level you get void upgrades, an enhancement to your Void Powers. You get one such upgrade at 3rd level and you get more as you level up in this class as shown on the Marked One class table. Each time you level up in this class you can choose one of the Void Upgrades you know and replace it with another Void Upgrade that you could learn at your current level.

The void upgrades you can pick are listed under each of the Void Powers.

Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Expertise

At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Deflect

At 7th level you gain the ability to parry attacks with unnatural speed. When another creature hits you with an attack, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing it to miss.

Void Refill

Starting at 10th level, you can summon the powers of the Void to refill your energies. As an action you can refill 4 of your void points, but you must make a DC 10 Constitution save or take 1 point of exhaustion.

Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.




























Evasion

Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Whispers of the Void

Starting at 14th level, you can hear slight whispers coming from all directions at all times. You can focus your hearing to try and listen in on the whispers coming from certain people.

As an action you can cast detect thoughts without any verbal or material components.

You can use this feature a number of times equal to your Charisma modifier and regain all expended uses after a long rest.

Improved Blood Thirst

Beginning at level 15, in addition to the normal effects of Blood Thirst, you also get one free attack when you use a Void Power. This attack also has advantage.

Improved Void Refill

At level 18, the base DC for your Void Refill feature becomes 5.

Body of the Void

At 20th level, you embody the power of the void. Your Dexterity and Charisma scores increase by 2. Your maximum for those scores is now 22.





























Void Specializations

Those chosen by the void entity decide on a specialization for their powers so they can hone their abilities.

A rare few decide to focus the dark energies of the void into their weapons and become master killers.

Most answer the calling of bones, creating Bonecharms to help augment themselves and their connection to the void.

Void Knife

Those who specialize in becoming master killers call themselves Void Knives. They focus on stealth and assassinations, making sure their enemies don't even know their presence when they die.

Death Blow

Starting at 3rd level, you know where to hit an enemy unable to defend themselves. If you attack a surprised enemy and hit, your attack becomes a critical hit and deals extra damage equal to a number of d6's equal to double your proficiency bonus. You can only benefit from this feature once per round.

Also, you gain proficiency in the Stealth Skill. If you are already proficient in Stealth, choose another proficiency from this class's skill list.

Enhanced Reflexes

At 9th level, you further improve your physical prowess gaining sharpened reflexes.

You gain advantage on Initiative rolls.

Also, you gain the ability to use 2 reactions per round.

Shadow Kill

Beginning at 13th level, killing a surprised enemy sends their body and soul to the Void leaving only a small trace of ash behind. Any magical equipment they were carrying gets left behind.

Void Step

Finally at 17th level, you gain the ability to go into the void for a short amount of time.

As a bonus action on your turn you can step into the Void. You can come out of the void at any point during the turn you stepped into it, no action required by you.

While in the Void, you can only interact with other creatures on that plane. Creatures not in the Void can't perceive or interact with you, unless a special ability has given them the ability to.

You ignore all objects and effects that aren't in the Void.

You can see 60 ft. into the plane you came from, and can move normally.

You are automatically pushed back into the plane you came from at your current position at the end of your turn, if you are still in the Void. If this would put you inside of an object, you are pushed to the nearest space you can physically be in and you take 1d10 force damage for every 5 ft. pushed.

The first creature you attack after coming out of the Void is counted as being surprised.

You can use this feature a number of times equal to your Charisma modifier and you get all of the uses back on a long rest.

Bone Crafter

Those who specialize in making bonecharms out of the bones of various animals call themselves Bone Crafters. They focus on augmenting their bodies and powers through these bonecharms that call upon aspects of the void.

Bonecrafting

Beginning at 3rd level, you gain knowledge on how to create Bonecharms during a rest.

Bonecharms are an amalgam of traits that you have chosen to imbue them with.

During a Long Rest you can spend one hour creating one bonecharm. Creating a bonecharm takes 15gp worth of materials per trait, which include bones of animals and some alchemical binder to hold them together.

The traits you can use to create bonecharms are detailed on the next page of this document.

You can use a trait only once among all of the bonecharms you possess.

If you already possess a bonecharm of a certain type(Novice, Adept, Master), creating a new one turns the old one to ash.

You are the only one who can benefit from the effects of the bonecharms you make.

If a bonecharm leaves your person for more than an hour it is destroyed and turned to ash.

Novice Bonecrafter

Also at 3rd level, you gain the ability to craft a Novice bonecharm.

You can place Novice traits on this bonecharm.

The maximum number of traits any bonecharm you make can have is 2.

Adept Bonecrafter

At 9th level, you gain a deeper understanding of your bonecrafting abilities. You gain the ability to craft an Adept bonecharm.

You can place Adept traits on this bonecharm.

Also the maximum number of traits any bonecharm you make can have becomes 3.

Master Bonecrafter

At 13th level, you become a master bonecrafter. You gain the ability to craft a Master bonecharm.

You can place Master traits on this bonecharm.

Also the maximum number of traits any bonecharm you make can have becomes 4.

Bone Synergy

Finally at 17th level you gain the ability to use the same trait more than once, up to four times, increasing it's potency.

The traits that can get improved by this have a "Enhanced Version" writeup in their description.

Also, you gain the ability to create a bonecharm that is able to use Novice, Adept and Master traits. You can only have one such bonecharm on your person at a time.

Bonecharm Traits

This a list of the traits you can use for your bonecrafting sorted alphabetically under each subgroup.

Novice Traits

Acrobat

You gain a climbing speed equal to your movement speed. If you end your turn on a vertical surface or the ceiling without something to grab onto you will fall.

Adrenaline Surge

You gain 5 temporary hit points when you reduce a creature to 0 hit points.

Enhanced Version: For each additional Adrenaline Surge trait you have, increase the number of temporary hit points recieved by 5.

Agile Recovery

Your Void Traversal's falling damage reduction increases to five times your Marked One level.

Enhanced Version: For each additional Agile Recovery trait you have, increase the number that is multiplied by your Marked One level to determine fall damage reduction by 1.

Aquatic Nature

You gain a swim speed equal to your movement speed.

Imbue Void

Your weapon attacks count as being magical for overcoming resistances and immunity to nonmagical attacks and damage.

Enhanced Version: For each additional Imbue Void trait you have, you gain a +1 bonus to your attack and damage rolls(maximum bonus of +3).

Strong Lungs

You gain the ability to hold your breath for an hour.

Swift Shadow

You can travel at a normal pace while still using stealth.

Swift Stalker

You can travel at a fast pace without the penalty to your passive perception.

Adept Traits

Agile Will

Prerequisite: Possession Void Power

Your possession now instead lasts for a number of rounds equal to two times your Charisma modifier. If you have the Lasting Posession Upgrade, it lasts for a number of rounds equal to three times your Charisma modifier.

Elemental Resistance

When you choose this trait pick one of the following: acid, cold, fire, lightning, or thunder damage. You gain resistance to that type of damage.

Enduring Allies

Prerequisite: Doppelgänger Void Power

Your doppelgänger now instead lasts for two minutes.

Resilient Allies

Prerequisite: Doppelgänger Void Power

Your doppelgänger has 20 extra hit points.

Robust

Potions of healing restore an additional amount of hit points equal to your Charisma modifier.

Enhanced Version: For each additional Robust trait you have the additional healing is increased by your Charisma modifier.

Shadow Embrace

Prerequisite: Shadow Walk Void Power

Your shadow walk now instead lasts for two minutes.

Spirited

Your Void Refill ability increases gives you an extra 2 void points when used.

Synergic Swarm

Prerequisite: Devouring Swarm Void Power

Your rat swarm now instead lasts for twenty minutes.

Unsteady Hand

While you have this trait you can cast counterspell at 5th level once per long rest.

Enhanced Version: For each additional Unsteady Hand trait you have, you can use Unsteady hand one more time.

Master Traits

Arcane Bypass

You have advantage on your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma saving throws against spells.

Enhanced Effect: For each additional Arcane Bypass trait you have, you can choose one more saving throw from the list.

Falling Star

Brining a creature down to 0 hit points gives you one void point.

Enhanced Version: For each additional Falling Star trait you have, bringing a creature down to 0 hit points restores an additional one void point.

Redirection

Prerequisite: Windblast Void Power and Shockwave Upgrade

If a ranged attack misses you because of your Shockwave power that attack is redirected at the attacker. His attack roll is used, and if it hits it deals 3d6 damage of the weapon's type as a result of being accelerated by your wind.

Enhanced Version: If you have more than one Redirection traits you can use the Shockwave power to block and redirect melee attacks as well. For each additional Redirection trait you have the redirected attack deals and extra d6 of damage.

Stoneskin

You gain resistance to piercing, slashing and bludgeoning damage.

Void Armour

You gain a +1 to your AC.

Enhanced Version: For each additional Void Armour trait you have, your AC increases by an additional +1.

Void Favor

While you have this trait, whenever you use a Void Power there is a 10% chance of the power not costing any Void Points.

Enhanced Version: For each additional Void Favor trait you have, the chance of the Void Power not costing anything increases by 2%.

Void Rapture

Prerequisite: Mesmerize Void Power

When you use the Mesmerize Void Power you also cast Sleep at 3rd level on each target affected by Mesmerize.

Enhanced Version: For each additional Void Rapture trait you have, the level Sleep is cast at increases by 2.

Void Powers

This is a list of all of the powers available to you as a Marked One.

Bend Time

Prerequisite: Level 5

You gain mastery over time itself.

Using 4 Void Points you can cast the Haste spell on yourself.

Upgrades:

Lasting Bend Time

The duration of the Haste spell cast by Bent Time increases to ten minutes.

Relativity

You have advantage on saving throws to keep concentration on the Haste spell cast by Bend Time.

Stop Time

Prerequisite: Level 17

Paying an extra 6 Void Points allows you to also cast Time Stop when you use Bend Time.

Dark Vision

Using 1 Void Point you can cast the Darkvision spell on yourself but it's duration becomes one minute.

Upgrades:

Greater Dark Vision

Paying an extra Void Point allows you to see living creatures through walls and objects out to a range of 30 ft. while Dark Vision is active.

Premonition

Prerequisite: Greater Dark Vision Upgrade

While Greater Dark Vision is active you have advantage on stealth checks as you can see the routes the creatures you are hiding from are going to take before they take them.

Domino

Using 3 Void Points as an action, you can link up to 2 creatures within 60 ft. of you. The targets must be within 30 ft. of each other. When one target takes damage, the other takes half of the damage.

Upgrades:

Doppelgänger

Prerequisite: Level 8

Using 5 Void Points as an action you can summon a Doppelgänger of yourself from the Void at a point you can see within 30 ft. of you. The Doppelgänger persists for one minute or until it's killed, at which point it is sent back to the Void. You must concentrate on this as if it were a spell. This Doppelgänger treats you and your allies as its allies and treats your enemies as its enemies.

Your Doppelgänger's stats are as follows:


Doppelgänger

Your Size, Your Alignment


  • Armor Class Your AC
  • Hit Points Half of your maximum Hit Points
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

  • Saving Throws Dexterity +5, Charisma +1
  • Skills Acrobatics +5, Athletics +4
  • Senses Passive Perception 12
  • Languages Understants all languages you know, but cannot speak.

It has the same equipment as you. It can use it's action only to attack an enemy, or to dash towards the nearest enemy. If there are no enemies within range, it will follow you until it can see some.

Upgrades:

Deadly Shade

Your Doppelgänger is now able to attack twice, instead of once on each if it's turns when it takes the attack action.

Twin Shades

Paying an extra 2 Void Points allows you to summon 2 Doppelgängers at once.

Transposition

As a bonus action, while a Doppelgänger of you exists, you can switch places with it.

Devouring Swarm

Prerequisite: Level 5

You gain the ability to summon a swarm of rats from the Void to aid you in combat for 10 minutes.

Using 2 Void Points as an action, you can summon a Swarm of Rats at a point you can see within 30 ft. of you. This swarm treats you and your allies as its allies and treats your enemies as its enemies.

Upgrades:

Greater Swarm

You now summon more rats in the swarm, giving it an extra 20 hit points.

Twin Swarms

You can instead summon two smaller rat swarms, each with half the hit points of the larger one.

Far Reach

Using 1 Void Point you can, as a bonus action, target a surface you can see within 40 ft. of you. You are pulled directly towards that target as a black tendril shoots out from your arm towards the target location. If you encounter an obstacle when you are pulled the tendril immediately disappears and you stop where you are(if you are midair you fall).

Upgrades:

Pull Objects and Creatures

You can now target objects and creatures one size larger than you or less you can see within range instead of target a surface. If you do, instead of being pulled towards your target, your target is pulled towards you. If you're targeting a creature it must make a Dexterity saving throw against your Void Save DC or be pulled next to you and knocked prone.

Decelerate

You can now use Far Reach as a reaction to falling to grab yourself onto the surface you fell from.

Mesmerize

Prerequisite: Level 7

You gain the ability to summon a Void spirit that enthralls nearby creatures for a number of rounds equal to your Charisma modifier.

Using 6 Void Points you can summon a Void spirit at a point you can see within 30 ft. of you. This Void spirit then chooses 2 creatures closest to it within 30 ft. to enthrall. Each creature targeted by it must make a Wisdom saving throw against your Void Save DC or become Paralyzed for the duration or until struck. The Void spirit does not target creatures allied to you.




































Upgrades:

Lasting Mesmerize

The Mesmerize power now lasts for a number of rounds equal to twice your Charisma modifier.

Mesmerize Three

The Void spirit now targets up to 3 creatures.

Mesmerize Four

Prerequisite: Mesmerize Three Upgrade

The Void spirit now targets up to 4 creatures.

Possession

Prerequisite: Level 10

You gain the ability to possess the consciousness of a beast, moving your body temporarily into the void as you do.

Using 8 Void Points as an action, you can force a beast you can see within 60 ft. of you to make a Wisdom saving throw against your Void Save DC. If the target fails the save, you shift your body into the Void as your consciousness travels into its mind. This lasts for a number of rounds equal to your Charisma modifier or until you end it early(no action required by you).

At the end of the duration your body is shifted back into the plane your consciousness is on in the same space as the creature you are possessing, and the creature is pushed 5 ft. away from that space in a direction of your choosing.

While you are possessing the beast you control where they move each round. The beast cannot use it's action, bonus action or free action to do anything other than to Dash. If it could communicate before, it cannot do so anymore.

Upgrades:

Chain Hosts

You can pay one Void Point as your possession is ending to instead switch targets. The second target must be within 30ft. of the first target at the moment of switching hosts.

Humanoid Possession

You can now target humanoids with your Possession power.

Lasting Possession

The Possession power now lasts for a number of rounds equal to twice your Charisma modifier.

Shadow Walk

Prerequisite: 10th Level

You gain the ability to turn yourself into a shadow.

Using 8 Void Points as an action, you can transform yourself and all of your equipment into a shadow. As a shadow you gain the following benefits:

  • You gain advantage on stealth checks
  • You cannot perform somatic or verbal components.
  • You lose the ability to speak.
  • You gain a special action called a Shadow Attack. This is considered a Dexterity based attack you are proficient in. This attack deals 6d6 necrotic damage on a hit.
  • You gain resistance to nonmagical piercing, slashing and bludgeoning damage.

Once a minute is up or you've used the Shadow Attack action your shadow form ends.

Upgrades:

Improved Shadow Attack

You can now use Shadow Attack twice before your shadow form ends.

Greater Shadow Attack

Prerequisite: Improved Shadow Attack

You can now use Shadow Attack three times before your shadow form ends.

Shadow Movement

While in shadow form you gain the following benefits in addition to the regular ones:

  • You can move through spaces as narrow as 1 inch without squeezing.
  • Your movement speed increases by 10 ft.

Windblast

Prerequisite: Level 5

You gain the ability to summon the power of the wind.

Using 4 Void Points as an action you can create a powerful blast of wind in a 15 ft. cone in front of you.

Every creature in the area must make a Strength saving throw against your Void Save DC. On a failed save the creature takes 4d6 bludgeoning damage and is pushed 10 ft. away from you. On a success the creature takes half damage and isn't pushed back. Every object in the area takes double damage.

Upgrades:

Greater Windblast

Using an extra 2 Void Points makes the Windblast power deal 6d6 bludgeoning damage and push creatures back 20 ft on a failed save.

Shockwave

You can now use Windblast as a reaction to getting attacked with a ranged weapon. Doing so releases a shockwave of wind that increases your AC by 5 against all ranged attacks until the end of your turn.

Inspiration

This class was inspired by the Dishonored series developed by Arkane Studios. I really enjoy the games and the lore behind and so I've decided to adapt it into my favorite edition of D&D. I already made a previous version that I wasn't very happy with so this would technically be a remake. I hope you enjoyed it and that you might get some use out of it.