Void
Void Priests fully embrace the opposing polarity of the brightest light and the darkest shadow, their faith equally resolute as their holy counterparts. Those who worship the Void believe in the impermanence of the chosen paths and truths that surround our world, but only a few are able to cope with the pressure exerted by the Void on the perception of our reality. Those who become fanatical in their worship of Void magic often end up setting everything to decay and madness, even themselves.
Creeping Madness
Void Priest Mechanic
When you use Void powers, your mind teeters on the brink of sanity and insanity. You gain an Insanity counter represented by a d10 counter that starts at 1. Your Void Priest features are not limited by usage, but each use increases your Insanity level by the amount shown in the feature.
Whenever your counter increases to an amount greater than your proficiency modifier, you must make a Charisma saving throw with a DC equal to 5 + 5 for each point greater than your proficiency modifier. On a failed save, you lose concentration, if you had it, and can only cast cantrips until the end of your next turn as whispers from the Void distract you.
If you fail the saving throw when you have an amount of Insanity equal to your proficiency bonus + 2 (or more), you are also affected by Creeping Madness for the next hour. Roll on the Creeping Madness table to determine the effect.
Whenever your counter reaches 10, you instantly fail the saving throw and cannot use Void Priest features until you finish a long rest. Creeping Madness lasts until you finish a long rest, and you gain one if Creeping Madness does not affect you.
Your Insanity counter returns to 1 whenever you finish a long rest.
Optional - You can choose between Charisma or Wisdom for your spellcasting modifier for Priest spells. The chosen attribute is used instead of Charisma or Wisdom when a Priest feature mentions it.
Creeping Madness table
d6 | Creeping Madness |
---|---|
1 | You are filled with unnatural optimism. You see only the positive in any situation, regardless of the situation itself. |
2 | The whispering intensifies. you feel mild anxiety. |
3 | You are overcome by a feeling of unnatural calmness. |
4 | You feel danger being in complete silence. |
5 | Sometimes, at the edge of your vision, you notice strange images or someone's presence. |
6 | You are surrounded by a sense of your own weakness. You are afraid of being alone. |
Void Calling Spells
Priest Level | Spells |
---|---|
1st | Dissonant Whispers, Hideous Laughter |
3rd | Suggestion, Phantasmal Force |
5th | Fear, Enemies Abound XGE |
7th | Black Tentacles, Phantasmal Killer |
9th | Geas, Dream |
Everlasting Whispers
1st-level Priest feature
You are able to pierce the minds of other creatures. As an action, choose one or more willing creatures you can see, up to a number of creatures equal to your proficiency bonus. Until the start of a long rest, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and you and the creature don't need to speak a common language to understand each other.
Alternatively, you can attempt to infiltrate the mind of a creature that you can see within 30ft. The target must make a Wisdom saving throw. On a failed save, you establish a telepathic link. The link is present for 1 hour and while you are within 60ft of the creature. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Whenever you force a creature to make a saving throw with this feature, your Insanity counter is increased by 1.
Searing Nightmare
1nd-level Priest Devtion option
As an action, you can extend your Holy Symbol to exude a terrifying otherworldly presence of the Old Gods. You force a creature that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. If the creature was already frightened, it is considered frightened by you instead and is also terrified by you for 1 minute.
Moreover, when you gain the Devotion feature, you can spend Faith points up to your proficiency modifier when you use this feature. For each point spent, you can select an additional creature that you can see within range.
The frightened or terrified creature can repeat this saving throw at the end of each of its turns, ending both effects on itself on a success.
Whenever you force a creature to make a saving throw with this feature, your Insanity counter is increased by 1.
Condition: Terrified
Creature's movement speed is reduced to 0 and it takes 1d6 psychic damage at the start of its turn while it is terrified.
Creature can have terrified condition only if it is under frightened condition. Whenever frightened condition ends, terrified condition also ends.
Voidform
6th-level Priest feature
As a bonus action, you can enshroud your body in Void energy, turning translucent and partially incorporeal for 1 minute. It ends early if you are incapacitated, die, or dismiss it as a bonus action. While in Voidform, you gain the following benefits:
- You can tap into the fears of creatures around you. As a bonus action, choose a creature you can see within 30 feet that isn't incapacitated. The creature must make a Wisdom saving throw against your Priest Spell save DC. On a failed save, the creature is frightened of you for 1 minute and your Insanity Counter increases by 1. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
- You gain resistance to psychic damage and immunity to the frightened condition.
- Whenever you cast a Priest spell or use a Priest feature while in Voidform, it takes on a twisted, Void version of its original form. Whenever you deal radiant damage, it deals necrotic damage instead.
Whenever you enter Voidform, your Insanity Counter is increased by 2.
Devouring Horror
14th-level Priest feature
You learn how to drown the mind in all-consuming horror. As an action, choose a creature that is frightened by you. You can force the target to make a Wisdom saving throw against your Priest spell save DC. On a failure, the target becomes terrified while frightened by you. If the target is already terrified, then the target also takes psychic damage equal to 1d8 + the Priest level and is blinded and deafened until the start of your next turn.
Whenever you use this feature, your Insanity counter is increased by 2.
Fortress of Mind
20th-level Priest feature
Whenever you finish a short rest, you lower your Insanity counter by 4 (to minimum of 1)
Optional
If you are not interested in Madness mechanic, you can simply ignore it. In that case:
- All features that has 1-point insanity cost will cost proficiency bonus amount of times per long rest.
- If feature uses 2-point insanity cost, then it can be used twice between long rests
- Tapping into creature's fears while in voidform will be free to use, as Voidform already has restricted usage
- Fortress of Mind feature - your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. You are also immune to charmed condition.
Credits
- Void Elves by Hannah Robertst
- Embrace the Void by Lecoulte