Introduction
The concept of nothingness has always fascinated human nature. The impossibility to visualize it captivates us — and just when you think you have managed to make it fit in your mind, you realize it's pointless. This guide will provide NPCs that have made that fascination their life, monsters that are this very concept incarnate, and player options for those that wish to create a character that traverses those unimaginable lines.
This document is structured in an unusual way. Instead of always giving concrete facts, it will sometimes provide possibilities meant to stimulate your own imagination, leading you to find your own answers. This is to ensure that this content can be applied to any world and any context, and that the ideas contained within can be picked and chosen, as well as be developed into their own thing. To further support this effort, the chapters of this guide have been structured in order of their creation, instead of a more 'logical' way.
The first chapter concerns Dark Essences, abnormal elemental creatures that have been created, instead of summoned, by dark conjurers that seek to do the unthinkable. The Dark Essence is usually as far as most of them have gotten in their search of a Null Elemental.
This creature, for example, has been put first — in place of other more central topics — in order to stimulate your own imagination and lead you to create a story in your mind. As the denizens of this world would first come to know Dark Essences, so can the reader, before approaching what hides behind the minds of the mages that created them. Each chapter of this guide can lead to any other, so you can connect them in any way you like, and hopefully the gaps between them will inspire you to create your own creative tissue between them.
Contents
Page | Chapter |
---|---|
3 | Dark Essence |
4 | Null Elemental |
6 | The Quest to Remake the World |
8 | Navilid, the Mind Flayer Elementalist |
10 | Spells |
11 | Items |
12 | Warlock Patron: The Void |
13 | Invocations and Credits |
15 | Race: Nullborn |
After Dark Essences, you will find information about a CR 30 creature, the Null Elemental, and some ways an adventuring party could possibly counter its threat.
Navilid is an Ilithid NPC that will allow you to connect this story to the outer universe if you desire to, followed by Spells and Items in his possession, that are also a supplement to the new warlock patron: the Void. And finally, you can allow these themes to become even more integral to a campaign by offering the Nullborn as a way to integrate plots regarding the Void and Null Elementals in your campaign. And the player will likely find out only much later what a dooming omen their character's very existence is for the world, as the existence of a Null Elemental itself has made them who they are.
Dark Essence
Dark Essences are abnormal elementals, the result of a dark conjurer's attempt to bring nothingness into being. Most conjurers spell their own ending in such attempts, but there exist a few talented individuals known for being able to create them and control them.
These elementals are the closest thing the dark conjurers of Festung have come up with in their search to create a null elemental, a being that is the pinnacle of chaos and nothingness, and defies all rational knowledge simply by existing.
Few have realized that because of the dark essence's natural affinity towards the negative plane, and its hollow fabricated existence, it can be a vessel for dark extraplanar forces to occupy and inhabit. Incorporeal forces that lie at the end of the astral sea and cannot manage to bring themselves into corporeal existence.
They are able to look into the material realm for the first time through these dark essences, and usually prefer to bide their time having not known of its existence before. They continue to silently observe in order to understand the newfound concepts of physics and corporeal matters before they inevitably begin to extend their influence into the material realm.
Tactics
Dark Essences fight by enveloping as many creatures as they can within their inky dark void in order to blind them and assault them from all around. A Dark Essence will grapple a target and keep it inside itself if it has reason to prioritize disabling it. Dark Essences will conduct all-out assaults at creatures that demonstrate their ability to harm them with radiant energy. If those same creatures demonstrate the ability to heal their allies, a dark essence will stay over the unconscious bodies of bleeding out humanoids so that the only way to heal them would be to shuffle around blindly in its darkness.
Dark Essence
Gargantuan elemental, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 115 (10d20+10)
- Speed fly 40 ft. (hover)
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 12 (+1) 13 (+1) 7 (-2)
- Saving Throws Dex +4, Con +4, Wis +4
- Skills Stealth +7
- Damage Vulnerabilities radiant
- Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison, necrotic
- Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses blindsight 120 ft, passive Perception 11
- Languages Understands all languages but can't speak
- Challenge 7 (2900 XP)
Amorphous. The dark essence can move through a space as narrow as one inch wide without squeezing.
Dark Form. The dark essence occupies a 20 foot square cube of space, and can occupy the same space as other creatures. The dark essence causes the space it occupies to be covered in magical darkness that also impedes darkvision. Any creature that starts its turn in the area takes 7 (2d6) cold damage.
Shadow Stealth. While in dim light or darkness, the dark essence can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the dark essence has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Multiattack. The dark essence makes three melee attacks with its dark tendrils.
Dark Tendril. Melee Weapon Attack: +7, Reach: 10 ft., one target. Hit: 13 (2d8+4) necrotic damage.
Null Elemental
Null elementals break the very fabric of existence by existing. Whether its creation was accidental or intended, an event of great concentrated energy would have taken place that would have ripped open the fabric of spacetime. Such beings — though that word complicates matter, as many wizards will tell you — have been theorized for centuries. Many mages have recklessly attempted to prove their possibility of existence, either for the pride in recklessly achieving the unachievable, foolish and overconfident intentions of controlling one, or bringing limitless nihilistic destruction to the material realm.
Null cults have sprung up throughout the centuries that worship the concept of absolute nothingness, proving the absurd human fascination with matters beyond comprehension. Time and time again these cults have attempted to bring a null elemental into existence by recruiting wizards of great power and infecting them with this absurd fascination, blackmailing them, or searching for timeless relics of arcane power that could be a potent enough power source to punch a hole in the universe.
No null elemental has ever been successfully created, at least as far as anyone can know. The existence of one would disrupt the entire material plane, but arcanists threorize that if one was somehow created, corporeal beings would have no way telling the difference until it arrived right in front of them to wipe them from the face of existence. And only those of a strong enough mind would have the capability of perceiving the null elemental as it pulled their molecules back into nothingness. Creatures and objects destroyed by a null elemental would be wiped from existence — present, past and future — so that even if a null elemental has wiped out a whole continent, no one would be able to remember that continent existing.
Some cults preach that this is already happening, and at any living moment of a creature, its eventual demise is perpetually approaching. Some equally insane cults believe that this is the only true aspect of existence. Matter is only made so that it can be unmade in this way, and one should come to terms with the invisible ending always approaching by this ultimately natural force. Others believe that this demise has already occured time and time again in previous universes. That it is the unavoidable purpose of humanity to tamper with that which they don't understand, until they cause their literal undoing. Timeless eons would pass until a new universe was born, and it would play out the same way once again, creating an incomprehensible loop of existence and nonexistence tied together by their very definitions.
Regional Effects
The area around the null elemental is inherently disrupted by its close proximity, causing the following effects:
- The area within 10 miles of the elemental experiences random gravitational effects of miniscule duration. These effects are identical to the reverse gravity spell.
- Creatures that spend more than 10 minutes within 10 miles of the elemental experience partial memory loss. They might forget their name, or how many children they have for a example. These effects have a short but random duration.
- Creatures that are within 1 mile of the elemental can phase in and out of existence at randomly. This phasing effect can last for seconds up to hours, and the creature does not perceive anything to have happened to it.
- Time can slow down or speed up randomly in an area within 5 miles of the elemental.
Lair Actions
The null elemental does not construct a lair of any kind, as it very slowly roams through existence in a random direction, without conscious purpose. Nevertheless, its inherent nature causes a number of effects to creatures around it.
On Initiative count 20 (losing initiative ties), the Null Elemental can take a lair action to cause one of the following effects: The Null Elemental can't use the same effect two rounds in a row:
- A random creature within 120 feet of the elemental must succeed on a DC 20 Charisma saving throw, or be phased out of existence. The creature reappears at a random point within 10 feet of the space it occupied at the end of its next turn.
- An antimagic field appears at a random point within 120 feet of the elemental in a 10-foot radius sphere. It lasts until the null elemental uses this lair action again.
Null Elemental
Gargantuan elemental, unaligned
- Armor Class 21 (natural armor)
- Hit Points Null (destabilization threshold 500 (25d20+250))
- Speed fly 40 ft. (hover)
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 3 (-4) 11 (+0) 19 (+4)
- Saving Throws Dex +9, Int +5, Wis +9, Cha +13
- Condition Immunities all conditions
- Senses truesight 300 ft.
- Languages —
- Challenge 30 (155,000 XP)
Sense Existence. The null elemental can automatically sense any creature or object that exists materially within 300 ft. of the elemental.
Incomprehensible. The sight of a null elemental cannot be contained by the humanoid mind. Any creature that starts its turn within sight of the elemental must make a DC 21 Intelligence saving throw. On a failure, its feeble mind is unable to perceive the elemental. The null elemental is considered to be invisible to the creature, and it cannot be targetted or affected directly by any spells or effects that the creature creates.
For example, if that creature casts fireball, the null elemental is automatically unaffected by it, but if the creature casts bless targeting its allies, they are able to benefit from the spell as normal.
Null Life. The null elemental is comprised of nothingness, and turns anything it comes in contact with to nothing. Thereby, it cannot be destroyed in conventional ways. However, if the null elemental is exposed to enough raw energy in a short enough period of time, it will reach its destabilization threshold, which can be exploited in order to contain it using the Convergence Pylons. See 'The Quest to Remake the World' below.
Destabilized Form. If the null elemental takes enough damage to reach its destabilization threshold in 1 minute , it becomes destabilized for 1d8 days. For the duration, any creature that starts its turn within 30 feet of the null elemental must make a DC 21 Constitution saving throw, taking 30 nulling damage on a failure, or half as much damage on a success. In addition, at the start of each of its turns the null elemental teleports to a random point within 120 ft. of it. Roll 1d8 to determine the direction, and 1d12 (x10) to determine the distance the elemental teleports.
Nulling Damage. The null elemental does not abide by the rules of physics or the elements. The damage it deals ignores all regular resistances and immunities, as it returns all creatures and objects alike to nothing. As such, this type of damage is described as nulling, in order to prevent interactions with other damage type resistances. Even if a creature has resistance or immunity to all damage, it does not have resistance or immunity to nulling damage unless explicitly stated.
Null and Void. The null elemental can occupy an area of 40 cubic feet, and can occupy the same space as creatures and objects. When the null elemental enters the area of a creature or object, the target must make a DC 21 Dexterity saving throw, taking 27 (6d8) nulling damage on a failure, or half as much damage on a success. On a success, the creature rolls away out of the path of the null elemental, moving to the nearest space that isn't occupied by the elemental.
If a creature starts or ends its turn within the space of the elemental, or hits it with an attack while within 10 feet of it, it must make a DC 21 Dexterity saving throw, taking 27 (6d8) nulling damage on a failure, or half as much damage on a success. A creature can only take this damage twice per turn.
Destroyer of Matter. The null elemental deals 4 times as much damage to objects and structures. When the null elemental reduces a creature or object to 0 hitpoints, the target is absorbed into the null elemental, and its body is returned to nothingness.
Actions
Multiattack. The null elemental makes three nullifying strike attacks. It can substitute up to 2 of nullifying strike attacks for a nullifying bolt attack.
Nullifying Strike. Melee Weapon Attack: +19, Reach: 10 ft., one target. Hit: 28 (4d8+10) nulling damage.
Nullifying Bolt. Ranged Weapon Attack: +19, Range: 120 ft., one target. Hit: 28 (4d8+10) nulling damage, and the target must succeed on a DC 21 Constitution or Charisma saving throw (the target's choice), or be unable to cast any spells until the end of its next turn. Nullifying Pulse (Recharge 6). The null elemental releases a pulse of negative energy. Each creature within the space of the elemental and within 10 feet of it must make a DC 27 Constitution saving throw (if they are inside the space of the elemental) or a DC 27 Dexterity saving throw (if they are within 10 feet of it). On a failure, a creature takes 81 (18d8) nulling damage and is slowed for 1 minute as per the slow spell. On a success, a creature takes half as much damage, and is only slowed until the end of its next turn. If a creature dies from this damage, the null elemental expands, becoming 5 feet larger in each of its dimensions.
Legendary Actions
The Null Elemental can take 5 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Null Elemental regains spent legendary actions at the start of its turn.
Move. The elemental moves up to its movement speed.
Nullifying Strike. The elemental makes a nullifying strike attack. On a hit, the creature must succeed on a DC 21 Wisdom saving throw or it is slowed for 1 minute as per the slow spell. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Existential Siphon (Costs 3 Actions). If the null elemental has reduced a creature to 0 hitpoints since its last turn, it can reach through the 4 dimensions and siphon as much matter as it can into oblivion. Parts of it appear out of the ground at random areas around it. Any creatures within 30 feet of the elemental must make a DC 21 Charisma saving throw. On a failure, roll 1d4 for each creature that failed its saving throw.
d4 Result 1 One of the limbs of the creature phases out, becoming permanently lost 2 The creature falls to 0 hitpoints. 3 The creature can't regain hitpoints ever again. 4 The creature is shunted into an alternate dimension
The Quest to Remake the World
Most of the theories regarding null elementals are largely speculations based on what can be theoretically surmised about their nature. A number of theories contradict each other, while the rest fight over the issue of whether a null elemental is even possible to exist in the first place.
When the null elemental first appears, its arrival will be followed by great turmoil and death as champions of the continent of Sul throw themselves at it without result. Little will be evident to the rest of the world of the great destruction that has befell the continent, as the memories of the perished fade from the timeline as quickly as their lives. Only a faction of the esoteric wizards of Sibil (an old city a continent across) will be clued in to what has possibly happened, as some of their data gathering instruments are showing abnormal fluctuations in the middle of a vast empty ocean. When ships from Sul begin arriving at the ports of Sibil without anyone remembering their place of origin, the clues will start to be put together, and dusty tomes discussing null elementals will surface once again.
The wizards of Sibil will need to organize expeditions closer to the eye of the tornado in order to conduct readings and begin working on a solution. The player characters could be part of that multi-legged expedition, as they struggle to determine what it is the world is up against, and what can be done about it. They will need to quest in order to figure out how to remove the null elemental from existence and how to protect themselves from annihilation while doing so, as it will become clear quite early that traditional methods of just blowing your enemies to pieces will not be effective here.
This expedition could lead to the construction of items meant to combat some of the elemental's abilities, finding ways to become resistant to nulling damage, finding a way to protect oneself from being erased out of existence by it, and even how to perform the ritual that would be necessary to seal it away or banish it.
There are many ways that a null elemental could be dealt with and it is up to the discretion of you, the DM, what method will work for your world. You will likely find very suitable and cool narratives that would fit your world better than anything I could offer, but I will still offer you my way, for your ease of use. In either case, it is possible there may be multiple ways of dealing with this threat in your world. That will only serve to spice things up, as players have to make problem solving choices in their efforts to reach success.
Illivar's Theorem
There is only one way of combating such a cosmic dimensional threat: cosmic dimensional experiments. Feliden Illivar was an elf known for his absurd theories on multiple dimensions, alternate realities, and spacetime. And even more so for his lack of social inhibitions and disregard of arcane safety regulations. Getting to 1000 years old as an elf will do that to you. Or so they say. No other elf has lived that long.
While dusting the tomes in search of finding possible avenues of attack against the elemental, a report on Illivar's proposal to build a huge arcane barrier around the city of Sibil was discovered. Six hundred years ago, Illivar was looking to put to practice his half concocted theories about building a crossdimensional barrier through which absolutely nothing could pass through. He proposed it as a way of enhancing the defenses of the city in an attempt to gain the funding that he needed to pursue his interests, but was flatly rejected. The report noted that Illivar's proposal had been deemed outlandishly expensive, purposefully impractical, and wildly unpredictable. All because fundamentally, Illivar was looking to test his abstract theories rather than build something of use.
That outlandish Convergence barrier that interacts with the very fabric of space — dissecting it — seems like the closest thing in existence that could stop the null elemental. Except that it doesn't exist. Illivar had never gotten the opportunity to develop that particular theory and had quickly hopped from obsession to obsession afterwards, never looking back.
Now, the city of Sibil, along with every other city state of the continent have put off their rivalries and banded together in order to engage the threat of the elemental. Finding Illivar is of the outmost priority, but someone will need to be sent to investigate in search of him. He hasn't been seen in the last 50 years. And rumour has it he vanished in his last laboratory, while he was experimenting on his theories regarding alternate dimensions...
After the players manage to piece together the notes of whatever is left in illivar's old lab, they can attempt their impromptu version of the "Dream of the Blue Veil" incantation he had crafted. The goal will be to locate Illivar if he is alive, get him back to our reality and make sure he has everything he needs in order to finish that barrier.
Destinations
Where could this journey take the heroes? It could be a reality hopping adventure in search of Illivar, tracing his last known locations through a string of brief acquaintances he definitely made an impression on. The journey could include stops to Ravnica, Amonkhet, Greyhawk and any other destination you can think of! And it's even better if its your own creation!
After the barrier's development is complete, its practical application will need to follow. Illivar is certain that for this to work, the elemental will need to be in its Destabilized Form, otherwise it will just eat through the pylons that will be employed for its activation. The player characters will need to fight the elemental long enough for it to enter that state, and also make sure they wont be dead by then because the Convergence Pylons will need to be planted in the correct positions around it, and activated on site.
How Many Steps of the Journey?
Depending on how long you'd like to make the campaign, as well as the starting level you'd like to consider, you can employ different plotlines for your version of this adventure. For example, the player characters could be the ones that first discover something is going wrong with the continent of Sul. Perhaps one of the characters is a wizard that has received strange readings, or a sailor that arrived at port after a really long journey with no idea of where they came from.
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The first expedition (to investigate the threat) could be made to be an entire arc, as there will definitely be complications to the journey, hard decisions to make, and people to save and make your allies. Getting to be close to the elemental without ever actually fighting it — because you know you'll simply be annihilated will highlight the deadliness of the threat. Proponents of the Null Cults could surface throughout the whole world, trying to thwart the expedition and throwing the whole world into even more disarray. And perhaps they're more central to the story than they seem. Maybe a cult's leader has access to items and old relics that will be very important down the line. Perhaps if the players choose to deal more with them, you will have a chance to reveal how the elemental came to created in the first place.
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For a political arc, the party could be the ones that make sure the world knows of the issues. Most likely, the different political factions in the area will need convincing. They won't just take doomsday prophesies for granted, so they'll need proof in order to lend their necessary support (perhaps they have capabilities of finding Illivar, or possess a unique metal that will be necessary for the creation of the pylons). All the while, the Princes of Sanar has found this to be the perfect time to conduct their schemes and ploys in order to exploit the situation to their political benefit — and likely to the destruction of the whole world.
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For an arc around scientific investigation, the attempt of the players to recreate Illivar's experiments could prove to be its very own challenge. Perhaps parts of the lab have been raided in the last few years and key components are missing. Who took them? Perhaps the Planar Watchers, an organization that knows about the alternate realities that exist and closely guards the borders between universes has learned about Illivar's achievement (more like accident) and has decided not to let any other irresponsible individuals slip past their watchful eye. If the wrong person crossed the borders, even interplanar war could break out.
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Lastly the reality hopping adventure could have as many subplots as needed, in order to make every place the players visit feel unique and have its own character, rather than being a placeholder for "Place 1". After all, who knows what Illivar has gotten to after disappearing, and what he's gotten himself mixed up with. He's likely to have made both friends and enemies (okay maybe enemies a bit more).
At any point during these stages the characters could have opportunities to gather resources, materials and knowledge needed to craft powerful anti-null magical items. This adventure is recommended for levels 15 and upwards. The party will definitely need to be level 20 (or more) when they face their last challenge.
The list of arcs and subplots listed above is anything but mandatory. You can decide what happens on the foreground, and what the NPCs take care of in the background. Assess your players' interests (or merely let them choose for themselves) and plan accordingly. It should also be noted that it is not a good idea to stuff a narrative with dozens of plotlines and sidestops just because you can, and they're there. Do whatever is most suitable for the pacing your table will have. This adventure could take a year, but it could also take 4 sessions.
In the following sections you will find the statblock for Navilid, an exiled mind flayer who experimented with null elementalism, and was ostracized for it by his colony. He may or may not be responsible for the minor issues that came to plague the world as described above. Additionally, you'll find player options such races, items, and subclasses, including the Null Elemental Patron for a warlock that should probably change patrons.
Spells
The following spells utilize the power of the void to create nullifying effects. You can give your players access to these spells at your discretion, if the narrative calls for it.
Summon Dark Essence uses the 4th level spell summon elemental for its mechanics, but summons a dark essence instead of an elemental spirit. This spell is designed to be only used by Navilid or similar NPCs, as it increases its power significantly. (If you would like your players to be able to summon a dark essence, consider making this spell 6th or 7th level for them, or giving them a bead of dark essence as loot)
Energy Dissipator Sphere
3rd-level abjuration
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S, M
- Duration: Concentration, up to 1 minute
- Classes: Wizard
You warp the energy balance of space in a 30 ft. radius sphere centered on a point within range. For the duration, when the area of another spell or magical effect of your choice, such as fireball, extends into the sphere, it deals half as much damage to targets within the energy dissipator sphere. This spell only interacts with effects that deal damage by targeting an area of effect, rather than targeting a creature directly.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its casting does not require concentration.
Null Harm
4th-level abjuration
- Casting Time: 1 reaction, which you take when you receive damage
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
You channel the energy of the void as harmful energy strikes you, instantly nullifying it. You reduce the damage you take from the triggering effect to 0, by shunting the harmful energy to a parallel void realm. If the spell ends before its full duration elapses, the energy returns, striking you as it would normally have, and you take as much damage as you would have taken from this spell's triggering effect. If you concentrate on this spell for its full duration, the energy is siphoned off into nothing.
Nullify
9th-level evocation
- Casting Time: 1 action
- Range: 60 ft.
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
You erase the existence of a creature you can see within range. The creature is instantly shunted out of the material realm, ceasing to exist for the duration of the spell. If you concentrate on this spell for its full duration, the target does not return and its existence is erased from the past, present and future. No one apart from you can remember its existence.
It is up to the discretion of the DM how its erasure will affect the timeline, as the act can have unpredictable consequences. For example, if you try to erase from existence a cruel warlord in order to prevent his crimes, a crueler one might take his place. Additionally, the DM could rule that this act creates an alternate timeline, and only creatures in that other timeline live in the universe where that creature did not exist.
Nullifying Smite
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Paladin
The next time you hit with a weapon attack, you imbue it with the power of the void. The target takes an extra 1d6 nulling damage, and must succeed on a Wisdom saving throw, or be unable to cast spells until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Wall of Void
4th-level evocation
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S, M (a small piece of null-soaked phosphorus)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
You bend spacetime to form a wall of void on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 nulling damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there
When a creature starts its turn within 10 feet of the wall, its density forms a gravity well that threatens to swallow them. The creature must succeed on a Strength saving throw, or be pulled 10 feet towards the wall until they enter it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Items
Amulet of Antimagic
Wondrous item, legendary (requires attunement)
While wearing this amulet you can only be affected by spells of 4th level or lower if you choose to be.
When a creature fails to affect you with a spell that directly targets you (and only you), you can use this amulet to gain a number of temporary hitpoints equal to the level of the spell times 10 (maximum of your proficiency modifier times 10). After you've used this feature, you must complete a long rest before you can use it again.
Armor of Harm Nullification
Armor (any metal armor), rare (requires attunement)
When you don this armor, you can choose whether to gain a +1 bonus to AC or saving throws from it. You must complete a long rest before being able to change this benefit again.
In addition, when you take damage, you can use your reaction to cast null harm. Once you've used this feature of the armor, you can't do so again until you complete a long rest.
Bead of Dark Essence
Wondrous item (consumable), very rare
This small sphere is made of swirling darkness. You can use an action to throw it at a point within 60 feet of you, shuttering it and summoning a dark essence. The elemental is hostile to every creature it sees.
Ring of the Void
Wondrous item (ring), rare (requires attunement)
This ring bears a piece of obsidian at its crest. This ring has 3 charges, and regains all expended charges each dawn. When you damage a creature, you can expend a charge to change the type of damage you deal to nulling.
In addition, you can expend 1 charge to gain resistance to nulling damage for 1 minute.
Tethercut
Poison (ingested), very rare
A creature that ingests this poison must succeed on a DC 15 Constitution saving throw, or be unable to cast any spells for 8 hours.
Disease: Arcanic Plague
A disease that was likely released onto the world by members of a null cult, it poses a significant threat to life as we all know it, but that fear is felt tenfold by practitioners of magic both arcane and divine.
When the bodily fluid (such as blood) of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with the arcanic plague. Additionally, when a humanoid hits a diseased target with a melee attack, roll 1d20. On a 15 or higher, the creature is considered to have come in contact with its blood, and must make a saving throw.
Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. On a failed saving throw, it can't cast spells of 1st level or higher until it completes a long rest. If a creature fails two saving throws in a row, it cannot cast any spells. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throw. The disease is also cured by lesser restoration if the caster succeeds on a DC 15 spellcasting check.
Rework.
This disease is a rework (under free use) of Arcane Wasting that can be found in Tome of Beasts. It has been reworked enough to fit methods and goals that a Null Cult would have.
The Void
Your inexplicable powers come from the vast, endless expanse of space, incomprehensible in its inhumanity, and grander than anything a humanoid could ever fit in its mind. This link between you and it might have been created in various ways.
Some sentient creatures are more sensitive to the underlying methods of the cosmos, and find the concept of inexistence just as beautiful as existence. It is always there, by necessity of definition, and you felt a kinship with it when you were looking up at an empty patch in an otherwise starry night. This kinship could have either allowed you to form an innate connection to the void, thus drawing power from it, or you decided to study and research it, thus coming across obscure knowledge that opened new vistas of reality to you — and new capabilities.
On the other hand, if you'd like your patron to be a conscious creature rather than a force of nature, your patron could be an individual — such as Navilid — that has uncovered great knowledge about the void, has put that knowledge into practice. They have come to be in tune enough with the void that they can bestow that power into others as well, and have selected you as their protege — or perhaps just another minion. What will you think of their agenda and their plans? Do they line up with how you see the world, and the force behind both your powers? Will you follow their cause, or create your own path?
Expanded Spell List
The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | absorb elements, chaos bolt |
2nd | silence, nullifying smite |
3rd | protection from energy, blink |
4th | summon elemental (void only*), wall of void |
5th | temporal shunt, teleportation circle |
Born from Nothing
Starting at 1st level, you have started merging your existence with the concept of nothing. You cannot be detected by divination magic, and are immune to effects that sense your emotions or read your thoughts. It's as if you're not even there.
This partial detachment also makes you harder to read. Creatures have a -5 penalty to their passive Wisdom (Insight) score when trying to gauge you. If a creature rolls a natural 1 on an Wisdom (Insight) check regarding you, they start having doubts about whether you are even there, or if you are some kind of illusion or projection of their mind.
Additionally, when you are reduced to 0 hitpoints, this nothingness inside you expands to strike every creature within 5 feet of you. They take damage equal to your warlock level + your charisma modifier. You can use this ability once per short or long rest.
Fickle Existence
Starting at 6th level, space is nothing but an illusion. You can use your bonus action to teleport to a point you can see within 120 feet of you. You must then complete a short or long rest before you can use this ability again. Additionally, you can't be banished from the plane you are on or teleported in any way against your will.
Return to the Cosmos
Starting at 10th level, you can transform into your natural state in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to disperse your body into nothingness and negate the damage. You disappear, without having any awareness of what is transpiring while you are gone. This effect lasts until the start of your next turn, at which point you return to the space you occupied.
Once you use this feature, you can't use it again until you finish a short or long rest.
Nothing But a Step
Starting at 14th level, even long distances are nothing but a step away when you realize the emptiness that suffuses the universe... So easily traversable. As an action, you can cast teleport without expending a spell slot. Once you've used this ability, you have to complete a short or long rest before being able to do so again.
Each time a creature travels in this way small parts of it, little by little, are lost in the void realm, as it receives a point of null corruption. Whenever a creature does so, its current and maximum hitpoints are reduced by an amount equal to the total corruption points it has. This reduction cannot be cured by any effect other than a wish spell. If a creature's current or maximum hitpoints are reduced to 0 in this way, its body dematerializes into nothing during the teleportation, becoming one with the void realm.
Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook.
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Bind to Inexistence
Prerequisite: the Void patron
You can spend 1 hour in meditation with an object no larger than 5 feet in any dimension to bestow some of your patron's nature to it. Once you're bonded to it, you can use an action to make the object disappear into nothingness no matter how far away from you it is. You can then at any point use an action to make it materialize on your person, or within 5 feet of you. If that object is armor, you can equip it in this way, or equip it to another willing creature within 5 feet of you.
You can be bonded to a number of objects in this way equal to half your proficiency modifier (rounded up).
Cast from Nothing
Prerequisite: the Void patron
When you cast a warlock spell, you can choose to cast it without requiring any components. Once you've used this ability, you need to complete a short or long rest before you can use it again.
Denial of the Arcane
Prerequisite: 15th level, the Void patron
You can cast antimagic field once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Discorporate
Prerequisite: 17th level, the Void patron
You have learned to discorporate your body while still maintaining control over your mind. After a time of 1 minute spent in focus or meditation, your body phases out, disappearing from the material realm. You can remain nonexistent for up to 1 hour, at which point you return to the space you last occupied. Once you've used this ability, you need to complete a short or long rest before being able to use it again.
Alternatively, while meditating you can focus on a location that you have visited before, and as your body discorporates, your mind is transported there. For 10 minutes, you can navigate towards any direction you like, but you can only observe what is happening around you in this form, without being able to interact with it in any way. You can only be perceived by a creature that has truesight, which would see a ghostly featureless body floating in the air. At the end of the duration, you return to the space you last occupied before discorporating.
Dismiss Magic
Prerequisite: 5th level, the Void patron
You can cast dispel magic once at the highest level available to you without expending a spell slot. You regain the ability to do so when you finish a long rest.
Additionally, you can select one of the following benefits when you learn this invocation. You can only use these benefits when you cast the spell using this invocation:
Cleanse. You can use a bonus action to cast the spell if you are targeting yourself with it.
Potency. If you make a spellcasting ability check to determine the outcome of the spell's casting, you can do so with advantage.
Once you've used this ability, you need to complete a long rest before you can use it again.
Existence Before Matter
Prerequisite: 9th level, the Void patron
Your soul has overcome the need for matter. When you die, your body dematerializes back into nothing. When a creature casts a spell that requires your body to resurrect you, it can cast the spell even if your body is missing.
Impose the Void
Prerequisite: the Void patron
When a creature deals damage to a target you can see within 60 feet of you, you can use your reaction to turn that damage into nulling damage. Once you've used this ability, you need to complete a short or long rest before using it again.
New Familiar
The nullifier is a new choice of familiar for warlocks of the Void with the Pact of the Chain feature. The nullifier is a small elemental made of null energy that a warlock attuned with the Void can bring into existence.
Nullifier
Tiny elemental, unaligned
- Armor Class 13
- Hit Points 11 (2d4 + 6)
- Speed fly 40 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 16 (+3) 3 (-4) 12 (+1) 6 (-2)
- Skills Stealth +5
- Condition Immunities blinded, charmed, deafeaned, exhaustion, frightened, grappled, petrified, poisoned, prone, restrained, unconscious
- Senses blindsight 60 ft., passive Perception 11
- Languages —
- Challenge 1 (200 XP)
Amorphous. The null elemental can occupy the same space as other creatures and objects, and can harmlessly pass through them when it moves. It can't end its turn inside another creature or object. If it does, it is shunted out to the nearest unoccupied space.
Half-Existent. The nullifer has resistance to all damage. The nullifier is visible only to creatures it wants to be perceived by. It is considered to be invisible to any other creature. This effect ends when it attacks or casts a spell.
Magic Resistance. The nullifier has advantage on saving throws against spells and other magical effects.
Actions
Emit Light. The nullifier emits dim light in a radius of 20 ft. It can use another action to end this effect.
Phase
Prerequisite: 5th level, the Void patron
You can cast blink once without expending a spell slot. You regain the ability to do so when you finish a long rest. When you cast the spell in this way instead of rolling a d20, you can decide at will whether you vanish from your current plane of existence or not at the end of your turn.
Rearrange Existence
Prerequisite: 11th level, the Void patron
You can cast scatter once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Void's Assurance
Prerequisite: 5th level, the Void patron
You can cast protection from energy on yourself once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Additionally, you can select one of the following benefits when you learn this invocation. You can only use these benefits when you cast the spell using this invocation:
Shifting. While the spell is active, you can use an action to change your choice of the element you gain resistance to.
Second Nature. This spell doesn't require concentration for you.
Credits
Created by /u/Lambros009. You can find more of my work here. If you use Roll20 and can import json files, you can find the json files for every statblock (including the void spirit) here.
Art By: (In order of appearance)
Superman 3 by Chenthooran
Untitled by Timi Honkanen
Humo fondo negro by freepik.
Used with permission.Waterspectrum
Elven Archivist by Woodenpencilbox
Mind flayer by Martin Kepler
WIll I Dream by Mark Lloyd
Anato Finnstark
So Calm Up Here by Timi Honkanen
Naz Nemati
Weird Giant 16 by Chenthooran
Aesther Nightshroud by Alexandr Elichev
Nullborn
When a null elemental first comes into existence, complete destruction in its near vicinity is not the only effect observed. Throughout the whole plane, no matter the distance from the elemental, disruptions in the laws of physics are observed now and then. Besides miniscule changes in gravity and the flow of time, some creatures produce offspring that is touched by the errant energies dispersed by the multi-dimensional creature.
These people at first appear to phase in and out of existence the more you look at them. Once a person matures, it begins to learn to stabilize itself, however a blue unearthly glow is always surrounding their physical body. Nullborn don't need to eat, drink or breathe, which sets them apart in the communities they're born in. While others sleep, nullborn need to meditate on their existence, grounding it into reality and prevent it from slipping away into nothing. Rumor has it that a nullborn that reaches perfection in their talent could sustain themselves in existence forever, but some nullborn never learn to master it, phasing out of existence only a few years into childhood.
Nullborn Traits
Your special nature grants you the following traits:
Ability Score Increase. Your Constitution score is increased by 2, and your choice among Intelligence, Wisdom or Charisma is increased by 1.
Age. Nullborn have an entirely random existence, and their life spans vary wildly from individual to individual. They mature at the same rate as the heritage they were born in, but some nullborn may live for centuries, while others might reach their natural end only a few years after arriving into the world. 1d6+6 days after a nullborn dies, its remains begin to phase out of existence, until they return to nothingness.
Size. Your size is medium and your speed is 30 ft.
Alignment. Nullborn are infused with the temperant nothingness that surrounds all being. Thus, they tend to be stoic and lean towards neutral alignments. Some nullborn however, rather than experiencing peace and timelessness at the though of nothingness, might feel a maniacal pleasure at the thought of its approach, and might seek to hasten it. Good nullborn tend to be dispassionate given they fact they don't understand corporeal matters, and may look at the big picture, rather than what is happening right now.
Semi-Corporeal. You don't need to eat, sleep, drink or breathe. When taking a long rest, you need to spend 4 hours to focus on your existence by meditating in order to ground yourself into reality.
Prime State. Once per long rest, you can use an action to shed your physical existence, becoming a cloud of gas and light for 10 minutes. Looking much like a nebula, you can momentarily pass through other creatures and objects in your amorphous form, but you can't end your turn inside an object or creature. If you do, you are shunted out to the nearest unoccupied space. While in this state, you can't attack, speak or cast spells. You can use an action to end this effect early. After you reach 10th level, you can stay in this state for up to 1 hour.
Elemental Phase. When you complete a long rest, you gain resistance to one random element. Roll 1d8. Your focus anchored you in reality so that it partially phases through you.