The Cosmic Void

by Candurill

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Otherworldly patron:

The Cosmic Void

"Their eyes were dark as the night, their faces void of expression. They were just hollow...just empty. But that emptiness was not stagnant, no...it hungered. For energy, for power, for life. They opened a gate to the darkness between the stars that absorbed all warmth, all life from its surroundings. I felt it tugging even at my very soul..."

--Account from traumatized citizen.

Beneath the awe-inspiring expanse where others find wonder in stars, planets, and moons, you've uncovered a different reality. While most see only adventure and curiosity in the cosmos, your vision pierced deeper, revealing a hidden truth. Amidst the celestial splendor, you glimpsed not the shining lights, but the endless void that lies between them.

You have forged a pact with this insatiable abyss, the dark emptiness that stretches between the stars—a boundless nothingness that defies comprehension. Whether this void holds a conscious will or is simply an expanse of pure darkness, you have made it your patron.

Class Features

Level Feature
1st Void Essence, Voidshield, Singularity
6th Abyssal Siphon
10th Aetheric Mastery
14th Dark Ascendance

Extended spellist:

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.

Void Extended spellist

Spell level Spells
1st Magnify Gravity, Shield
2nd Blur, Vortex warp
3rd Pulse Wave, Slow
4th Gravity Sinkhole, Resilient Sphere
5th Steel Wind Strike, Wall of Force

Void essence:

Starting at 1st level, the Void feeds through you and gives you power in return. For every 7 + your Prof. Bonus of force damage you deal in a turn, you gain one charge of Void Essence. You can harness these charges to empower certain class abilities. You can accumulate a number of charges equal to your warlock level + Charisma Modifier. All charges are consumed after completing a short or long rest and become temporary hit points.

Voidshield

Also at level 1, you can expend Void Charges, up to a number equal to your proficiency modifier, to gain one of the following effects:

  • As a reaction, reduce the damage from an incoming attack or spell by an amount equal to 1d4 times the number of charges spent.
  • As a bonus action, deal a number of 1d4 equal to the Charges spent of force damage on next weapon attack or instance of force damage.

Singularity:

Also, starting at 1st level, you can manifest your patron influence into the world. As an action, you choose a point within 30 feet of you to create a Singularity. All creatures within 15 feet of the Singularity must succeed on a Strength saving throw or be drawn 5 feet toward it. Unattended medium or smaller objects within the area are also pulled toward the singularity. Those who reach or end their turn within 5 feet of the Singularity, suffer 1d8 + Charisma modifier force damage. This increases by 1d8 when you reach level 10 in this class. The Singularity persists until the start of your next turn unless you reactivate it after spending one Void Essence Charge.

Furthermore, moving within the Singularity’s affected area consumes twice as much movement when moving away from it (1 ft costs 2 ft of movement), but only half as much when moving toward it (2 ft costs 1 ft of movement). There is no effect on movement when moving parallel to the Singularity.

You can use this ability a number of times equal to your proficiency modifier or by expending 3 charges of Void Essence. You regain expended uses after finishing a long rest.

Abyssal Siphon:

Starting at 6th level, you can absorb and consume the essence of incoming spells or magical effects. When you disrupt a spell or magical effect that replicates a spell using abilities like Counterspell or Dispel Magic, you can consume their energy and gain Void Essence Charges equal to the spell’s level.

Additionally, once per long rest, as a reaction, you can attempt to directly Consume a spell (or magical ability that replicates a spell) being cast within 30 feet of you. Make a contested spellcasting ability check. If you succeed, the spell is nullified and Consumed.

Aetheric Mastery:

Starting at 10th level, your connection to the void strengthens, granting you more control over its power.

  • Improved Singularity: When you use the Singularity ability, you can spend 3 additional Void Charges to increase its radius to 25 feet, its pull to 10ft and the force damage dealt with an amount equal to your Warlock level.
  • Void Echoes: The void grants you the ability to reform energies that it has recently Consumed. If you have Consumed a spell (as described in the Abyssal Siphon feature) since the end of your last turn, you may use an action to replicate the spell by spending a number of Void Charges equal to the spell’s level.

Dark Ascendance:

Starting at 14th level, you fully embrace the power of the void, becoming an embodiment of its dark emptiness. As an action, you transform into an Avatar of the Void for 1 minute or until you lose consciousness. During this time, you gain the following benefits:

  • You gain resistance to all damage types.
  • Your body becomes a living Singularity, and functions as such for the duration of the transformation. You are not affected by its normal effects. You may expend 3 Void Charges as a Bonus action to gain the increased effects of the Singularity until the start of your next turn.
  • All projectiles, whether they target you or not, that come within 15 feet of you are pulled towards you instead of their intended target, hitting you.
  • If the projectile originates from a spell, you may attempt to Consume it using your reaction as you do with your Abyssal Siphon feature, without it costing a use of that feature. Projectiles that originate from you are not affected.

Once you use this transformation, you can’t use it again until you complete a long rest, or spend 5 Void Essence Charges.

Suggested mechanic:

The Singularity does not always need to be used offensively. One could use the pulling force of the Singularity to reposition allies, increase jump distance and deflect falling or rolling objects. Use the ability creatively, within the DM's ruling.

Additional invocation options:

Abyssal Warding:

Prerequisite: Cosmic Void Patron

The Void protects its host from hostile energies. Whenever you are subjected to an effect that forces you to make a Dexterity saving throw and take half damage on a success, you instead take no damage on a success and gain a Void Essence Charge.

Indiscriminate Siphon:

Prerequisite: 7th Level, Cosmic Void Patron, Counterspell/Dispel Magic Spell

When magic is unraveled, its essence is free for the taking. Whenever a creature you can see within 60 feet counters a spell or dispels magic, you can instinctively seize and absorb the dissipating arcane energy. Using your reaction, you harness the spell’s residual power and gain Void Essence Charges equal to the spell’s level.

Cosmic Insight:

Prerequisite: 12th level, Cosmic Void Patron

The cosmic tapestry unfolds before your eyes, revealing unimaginable secrets of the cosmos. Once per long rest, you can use this ability to cast the True Seeing spell on yourself without requiring material components or expending a spell slot.

Event Horizon:

Prerequisite: 15th level, Cosmic Void Patron

The true essence of the Void is at your backhand call. The effected area of your Singularities constitutes an antimagic zone, as described in the Antimagic field spell. Any magic cancelled by this field is concidered "Consumed" as with the Abyssal Siphon feature.

Art credit

First page side: GreenLemonMaria


Second page bottom: dedi5un


Third page bottom right: Fesbra

Changelog:
  • Removed void charges mechanic.
  • Aetheric Mastery's ability to regain spellslots has been replaced with the ability to echo spells that have been Consumed.
  • Dark Ascendance now ignores your own projectiles.
  • Added a number of Eldritch Invocation options.
 

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