Warlock Patron - The Inescapable Void (5e Subclass)
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“ | ... when you gaze long into the abyss. The abyss gazes also into you. | ” |
—- Friedrich Nietzsche |
Contents
The Inescapable Void
In the beginning there was Nothing. From the nothing two things were created, the Chaos and the Void. From the Chaos the Everything was defined as the shapes of the multiverse were forged in the Creation. All the while, the Void waits. The Creation continued as was its nature and Order was pulled from Chaos and the predecessors of the known Laws defined the paths of Creation. As the Chaos was picked and pulled upon, it weakened as is essence was used to give Substance and Meaning to All That Is. All the while, the Void waits. The Void is the Emptiness that Swallows, it seeks only to unite with All That Is to become Nothing once again. The Void is a power, a force that pulls at all things. This pull is felt by some and those that feel the great truth of Nothing, and those that heed its call are given the tools to hasten the return to Nothing. Whether it is for selfish or more philosophical reasons the Void cares not, the mere use of its gifts only furthers its goals.
The Inescapable Void Spells
Warlock Level | Spells |
1st | 1st Level: Inflict Wounds, Sleep |
3rd | 2nd Level: Blindness/Deafness, Silence |
5th | 3rd Level: Nondetection, Phantom Steed |
7th | 4th Level: Evard’s Black Tentacles, Dimension Door |
9th | 5th Level: Dispel Evil and Good, Mislead |
Hollow Presence
Starting at 1st level, your patron bestows upon you the ability to emanate the emptiness of the void. You add Stealth to the list of skill proficiencies you can choose from. When a creature tries to recall firsthand knowledge of you it must succeed on an Intelligence saving throw against your warlock spell save DC. On a failure the creature forgets specific details about you or in particularly vivid memories, they recall false information about you. You can choose for any creature to ignore this saving throw and when to have them resume making saving throws. You can also Suspend and resume this effect at any time as a bonus action. You may also allow a creature to be able to recall information that was initially lost to them from this feature. This is a mind affecting ability.
Entropy Well
Starting at 6th level, you have learned the path of entropy and its effects on the world both to reduce another's efforts null and rip the energy from the planes themselves. You gain access to an additional source of power called an Entropy Pool in which you can store damage. The amount of Damage your pool can hold before it is full is equal to 5 x Warlock level. When you take damage, you can use your reaction to place this damage into your entropy pool, any damage in excess of your pool is dealt to you. You can also use your reaction to divert damage to your pool that would be taken by a creature or creatures within 30 feet of you. If an affect would deal damage to multiple targets within this range at the same time, you can use your reaction to absorb the damage simultaneously but cumulatively that would be taken by any number or targets. This redirection of damage takes place after any saving throws are determined, but before resistances and immunities are applied. Any damage in excess of your pool is dealt to you instead of being dealt to its original target. The damage stored in your entropy pool is reduced to 0 after you finish a long rest. While your entropy pool is full, once per when you deal damage you can deal an additional 1d8 of Cold or Necrotic Damage.
Empty Soul
The emptiness within you overwhelms even that of outside influences and you become closer to the darkness that awaits all. You gain resistance to necrotic and cold damage. You are invisible to creatures that are using darkvision to perceive you.
Knowledge of the Void
Starting at 14th level, you can bestow a creature with the knowledge of how infinitely meaningless they are when compared to the emptiness that awaits all. The touched creature must succeed on a Charisma saving throw against your warlock spell save DC, on a failure the character is filled with a wave of apathy as the very will to exist leaves them. The creature immediately falls prone and becomes incapacitated until a Remove Curse spell is used on the creature or this ability is used again while another use is still active. This ability doesn't work on creatures with an intelligence of 4 or lower. If the creature takes damage while the effect is active, it may make another saving throw with disadvantage against this ability. This ability doesn't work on creatures with an intelligence of 4 or lower. A creature that succeeds against the saving throw of this ability is immune to it for the next 24 hours.
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