Few ever catch a glimpse of the cold immensity of the stars
and the void, and fewer still are aware of the unfathomable
powers that call such places home. Those who see
beyond the veil of the mundane often go mad from the
irreconcilable clash between their conception of the
world and the reality of universal insignificance. To learn
what the void has to teach, one must embrace its utter
indifference toward life.
Void Domain Spells
Cleric Level |
Spells |
1st |
Ray of Sickness, Protection From the Void |
3rd |
Destructive Resonance, Rope Trick |
5th |
Gaseous Form, Void Strike |
7th |
Dimension Door, Nether Weapon |
9th |
Contact Other Plane, Living Shadows |
MESSENGER OF THE VOID
When you choose this domain at 1st level, you gain
proficiency in the Arcana and Intimidation skills.
BONUS PROFICIENCY
Beginning at 1st level, you are proficient with navigator's
tools.
CHANNEL DIVINITY: HIDDEN KNOWLEDGE
Beginning at 2nd level, you can use your Channel Divinity
to gain advantage on Intelligence skill checks. In addition,
you can choose to use your Wisdom modifier instead of
Intelligence when making these checks. Both effects last
for one hour.
CHANNEL DIVINITY: DARK SECRETS
Starting at 6th level, you can use your Channel Divinity to
inflict madness on creatures near you. When you present
your holy symbol and speak of the void, up to three
creatures of your choosing who can see and hear you must
make successful Wisdom saving throws or be afflicted
with temporary madness (selected randomly from the
Short-Term Madness table). An affected creature repeats
the saving throw at the end of its turn, ending the effect on
itself with a successful save.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack,
you can cause the attack to deal an extra 1d8
cold damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
BLACK STAR
At 17th level, you can create crushing gravity in a
60-foot radius circle with you at the center. The area
becomes difficult terrain for the duration. Creatures that
start their turn in the area or that enter it during their turn
must make a Strength saving throw. If the saving throw
fails, the creature takes 7d6 bludgeoning damage and is
slowed (as the spell) until the start of its next turn. You and
up to three creatures you select are immune to the effect.
The gravity lasts for three rounds. All of the effects
cease immediately if you move away from the spot
you were in when you triggered the effect. After
using this ability, you must complete a long rest
before using it again.
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