Void Domain
The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them. They walk serene and primal, undimensioned and to us unseen.
-H. P. Lovecraft
A Divine Domain
The Void, also called the Far Realms or the Blind Eternities in some worlds, is both a place and a concept. The void is the place which lies beyond the material realm, but it is also that which is alien and otherworldy to mortal minds. Deities of this domain aren't usually part of common pantheons, instead they are ancient and forgotten beings of Void, such as Hadar, the Dark Hunger, Shothotugg, the Eater of Worlds and Zhudun, the Corpse Star. These ancient beings, sometimes called Great Old Ones, are often only revered in the dark by secret cults, but a cleric can still channel their power.
Void Domain Spells
Cleric Level | Spells |
---|---|
1st | arms of Hadar, magic missile |
3rd | shadow blade, vortex warp |
5th | counterspell, hunger of Hadar |
7th | shadow of Moil, summon aberration |
9th | contact other plane, dispel evil and good |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also learn how to speak, read and write Deep Speech.
Void Magic
Also at 1st level, you have learnt the magic of the void. you learn the Sapping Sting cantrip. Additionally, whenever you would prepare a Cleric spell, you can prepare a Graviturgy spell from the Wizard's spell list instead (Graviturgy spells can be found in the Explorer's Guide to Wildemount). You must otherwise obey all the restrictions for selecting the spell, and it becomes a cleric spell for you.
With your DM's permission, you may replace this feature with the Magic of the Great Old Ones optional feature (see below).
Channel Divinity: Grasp of the Beyond
Starting at 2nd level, you can use your Channel Divinity to summon a tentacle from beyond the material plane.
As an action, you can choose a creature you can see within 60 feet of you. Translucent tentacles appear and attempt to envelop it. The target must make a Strength saving throw. On a failure the creature takes 1d12 + two times your cleric level force damage and is restrained until the end of your next turn. It takes half as much damage and isn't restrained on a success.
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Step of the Far Realms
At 6th level, you can use the void to manipulate the space around you. Whenever you cast a 1st level or higher spell that deals force, necrotic or psychic damage or use your Channel Divinity during your turn, you can teleport to an unoccupied space you can see within 30 feet of you as a bonus action.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Presence of the Void
At 17th level, your presence is similar to that of the void. As a reaction whenever a creature you can see within 15 feet of you attempts to cast a spell or use a magical ability, you can attempt to stop it. The creature must succeed on a Wisdom saving throw against your spell save DC, or the spell or magical ability has no effect.
Magic of the Great Old Ones (Optional Feature)
This 1st-level feature replaces the Void Spells feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
Also at 1st level, you have learnt the magic of the ancient beings of the void. You learn the Touch of Hadar cantrip from the Horrifying Spells of Hadar spell list. Additionally, whenever you would prepare a cleric spell, you can prepare a spell from the Horrifying Spells of Hadar list instead. You must otherwise obey all the restrictions for selecting the spell, and it becomes a cleric spell for you.