Void Knight

by TacocaT

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Void Knight

Void Knight

Blessed by the power of darkness, Void Knights have mastered the power of Soul, the very energy of life itself. With this power, they can use many abilities such as devastating spells and healing using sheer willpower. Void is channeled throughout their bodies even extending into their blade. Though containing such darkness often leaves them empty, like a vessel for their power. Becoming a Void Knight is often not a choice.

Into the Void

A Void Knight generally finds it's power from an encounter with true darkness, weather that be mentally, physically, or forced upon by some higher being, this event is always remembered in the Void Knight's mind.

Creating a Void Knight

A Void Knight needs an origin. Did you come upon this darkness by accident, or maybe it was forced upon you by a ruler trying to contain a threat, perhaps you were one of the rare cases that willingly searched for the power of Soul. When choosing your origin, speak with your DM about how you character could have been plunged into the Void.

Class Features

As a Void Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Void Knight level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Void Knight level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Rapiers, Scimitars, Shortswords
  • Tools: Cartographer's tools

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose one from Acrobatics, Athletics and Stealth

Equipment

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

  • (a) a Rapier or (b) a Scimitar and a Shortsword
  • (a) a Dungeoneer's Pack or (b) an Explorer's pack
  • 2 Daggers and Studded Leather Armor
Starting gold and Multiclassing
  • if you chose to take starting gold instead of equipment, your gold is 4d4 x 10 GP
  • Multiclassing prerequisites: 13 Dexterity and 13 constitution
  • Multiclassing proficiencies : Rapiers, Scimitars, Shortswords and one skill from the class's list
Void Knight
Level Proficiency Bonus Features Nail Bonus
1st +2 Nail, Soul +0
2nd +2 Vengeful Spirit +0
3rd +2 Charm Set +0
4th +2 Mothwing Cloak, Mantis Claws +0
5th +3 Sharpened Nail, Extra Attack +1
6th +3 Desolate Dive +1
7th +3 Charm Set feature +1
8th +3 Howling wraiths +1
9th +4 +1
10th +4 Channeled Nail +2
11th +4 Monarch Wings +2
12th +4 Shade Soul, Charm Set Feature +2
13th +5 Dream Nail +2
14th +5 +2
15th +5 Coiled Nail +3
16th +5 Descending Dark +3
17th +6 Shade Cloak, Charm Set Feature +3
18th +6 Abyss Shriek +3
19th +6 Salubra's Blessing +3
20th +6 Pure Nail, Void Soul +4

Nail

When you chose this class, you can spend 1 hour (which can be in a short or long rest) to turn one one handed finesse weapon that you are proficient in into a Nail, the Nail keeps the original weapon's properties, but if it has a bonus to attack and damage rolls you chose if you take the one from the Item or the Nail bonus (the higher one is recommended). You use your Nail for all abilities that specify it's use. If you lose your Nail, you can make a new one, and the old one loses it's Nail property.

Soul

At 1st level, you gain the ability to use Soul. You can hold up to 15 Soul in your Soul vessel, and your Soul vessel gets refilled when you finish a long rest. Once on each of your turns, when you hit an enemy with your nail, you regain one Soul. Your Soul save DC is 8 + your PB + Your Constitution modifier and your Soul attack bonus is your PB + your Constitution modifier. You can use Soul in many ways:

Focus

As a bonus action, you can spend 5 Soul and regain 1d6 + your Constitution modifier Hit Points. At level 11, the die increases to a 1d8.

Vengeful Spirit (Level 2)

As an action, you can spend 5 Soul and make a ranged spell attack against a creature within 60 feet of you. Vengeful Spirit deals 1d8 + Your constitution modifier Necrotic damage, add your Soul attack bonus to hit.

Desolate Dive (Level 6)

As an action, you can spend 5 Soul to jump up and smash the ground with dark power, you make everyone in a ten foot circle originating on yourself to make a Dexterity Saving Throw against you Soul save DC, taking 1d8 + your Constitution modifier Necrotic damage on a failed save, or half as much on a successful one.

Howling Wraiths

As an action, you can spend 5 Soul to make a cylinder of Soul that reaches a 5 feet diameter around you and and 15 feet above you. each creature with this range must make a constitution saving throw against your Soul save DC, taking 1d8 + your Constitution modifier Necrotic Damage on a failed save, or half as much on a successful one.

Charm Set

At level 3, you chose a Charm Set. There are 3 charm sets, the Nailmaster, the Soulcaster and the Defender. You get additional features from you Charm set at level 7, level 12 and finally at level 17.

Mothwing Cloak

At 4th level, ou gain a Mothwing Cloak. The cloak grants you enhanced mobility, you can now use the Dash or Disengage Actions as a Bonus Action

Cloak Appearance

While a Mothwing Cloak generally has pattern similar to a moth's wings, the player can chose it's appearance, or even not have a physical cloak.

Mantis Claws

At level 4 you gain an exceptionally strong grip, you gain a climbing speed equal to your walking speed.

Nail Upgrades

At 5th level, your Nail turns into the Sharpened Nail, which grants it a +1 to attack and damage rolls. At higher levels it gets upgraded further : At 10th level it become the Channeled Nail (+2 Bonus), at 15th level it becomes the Coiled Nail (+3 bonus) and at level 20 it becomes the Pure Nail (+4 Bonus).

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack Action.

Monarch Wings

At level 11, your jump distance is doubled, and jumping costs you half the movement it normally would. When you jump spectral wings appear on your back for a moment.

Shade Soul

At level 12, the damage die of your Vengeful Spirit increases to 2d8. When you use Vengeful Spirit, you can target a second creature within 30 feet of the first.

Dream Nail

At level 14, you can pry the minds of a creature with your Dream Nail, you can learn the surface thoughts of any creature you strike with it (at your DM's discretion) and the creature is unaware you used it, a creature who is immune to Psychic Damage is immune to this feature. When you take an Action and make an Attack that deals no damage but you regain 3 Soul, you can use this feature a number of times equal to your Proficiency Bonus and regain all uses at the end of a long rest.

Descending Dark

When you reach level 16, the damage die of your Desolate Dive increase to 2d8, and all creatures who fail the saving throw are pushed 10 feet away from you or knocked Prone until the start of your next turn (your choice).

Shade Cloak

At 17th Level, when you use the Dash with your Mothwing Cloak, you can chose to become enveloped in Shadow, making foes unable to make Attacks of Opportunity until the end of your Dash, you can use this feature a number of times equal to your Proficiency Bonus and regain all uses at the end of a Long Rest

Abyss Shriek

Starting at 18th level, the damage of your Howling Wraiths increases by 1d8 for every size above small the creature is (varies on each creature, for example you may hit a Halfing and a Dragonborn with the same use of the spell, in that case the Halfling, which is small, would take 1d8 and the Dragonborn, which is medium, would take 2d8).

Salubra's Blessing

Starting at level 19, you regain 3 Soul for every Hit Dice spent during a Short Rest.

Void Soul

At level 20, you become a pure embodiment of the void. You gain Immunity to Necrotic Damage and Resistance to Radiant Damage. Moreover, your Maximum Soul increases to 30.

Charm Sets

Every Void Knight has a Charm Set. Charms are soul infused crests which grant the Void Knight with various abilities. There are 3 Charm Sets, the Defender, The Nailmaster and the Soulcaster

Defender

Defenders are Void Knights that use Charms to give themselves a defensive edge in combat. They are more often in the front lines that the other Void Knights.

Dream Shield

When you chose this subclass you gain a Dream Shield, the shield floats and leaves you hands free. You gain a +2 Bonus to AC and when you are hit by a creature within 5 feet of you, you can use your reaction to hit the target with the shield, dealing 1d8 Magical Piercing Damage.

Lifeblood Core

Starting at 3rd level, you gain 1d8 + your Constitution Modifier temp Hit Points when you finish a Short or Long Rest. This increases at higher levels, 1d10 at 7th level, 1d12 at 12th level and 2d8 at 17th level.

Grubsong

At 7th level, when a creature deals damage to you, you can regain, once you use this feature you can't use it again until the end of your next turn

Deep Focus

When you reach level 12, you roll an extra die when using your Focus ability.

Hiveblood

At 17th level in this subclass, when you start your turn with under Half of your Maximum Hit Points and aren't under 0 Hit Points, you regain 1d10 hit points.

Nail Master

Nailmasters are Void Knights who have perfected the art of the Nail. Quick and Powerful, they deliver deadly blows with their Nails.

Grubberfly's Elegy

At 3rd level, you gain this feature, while you are at Maximum Hit Points your Nail attacks deal an extra 1d6 Damage of your Nail's type.

Heavy Blow

When you chose this subclass, after hitting an enemy with a nail attack, you can move the creature up to 5 feet away of you, you can use this feature only once per turn.

Quick Slash

Starting at level 7, after you use the Attack Action with your Nail, you can use your Bonus Action to make a single Nail attack, you can use this feature a number of times equal to twice your Proficiency Bonus. You regain all uses when you finish a Long Rest.

Mark of Pride

Starting at 12th level, your Nail gains the reach property.

Unbreakable Strength

At level 17, your Nail Bonus increase to +4 and it becomes +5 when you reach level 20. Your Nail also now deals magical damage when it comes to dealing with resistances and immunities to non-magical damage.

Soulcaster

Void Knights who chose this Charm Set wish to control the power of Soul to the fullest. They can cast spells much stronger than other Void Knights.

Shaman's Stone

When you choose this Subclass, your spells become more powerful, when you cast one of your Soul spells you add 1d4 extra Necrotic damage to each target. At higher this extra damage increases to 1d6 at level 7, 1d8 at level 12 and 1d10 level 17.

Soul Catcher

Starting at level 7, when you regain Soul from striking an enemy you can regain 2 Soul instead of 1, you can use this feature a number of times equal to twice your Proficiency Bonus and regain all uses when you finish a Long Rest.

Steady Body

At level 12, you can no longer be moved by against your will, as Soul roots you to the ground.

Spell Twister

At 17th level, your Soul spells cost 4 Soul instead of 5, as casting them comes more naturally to you.

Soul Spells

Soul spells refer to you Vengeful Spirit, Desolate Dive and Howling Wraiths.

Play a Warrior of Void

This class along with it's features are directly derived from Team Cherry's 2017 game Hollow Knight. While the abilities have been adapted to fit a three dimensional D&D setting, I worked hard to make it feel like the Knight in the game.

This is the first edition of this class and feedback is welcome and appreciated, especially regarding the subclasses.

Created by: TacocaT

Cover Art: Ari Gibson from Team Cherry

 

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