Void Warlock

These are the Void Warlocks, rarest of all the Unbound. Their Aṣé bloom initially, then lingers. Stagnates. Fails to grow no matter how fiercely the bearer trains or believes. Until they commune with Void.

Bound to slivered truths and mythic impossibilities, the Void Warlock is one who has entered a pact with a Prince of the Void, powerful entities lingering at the edges of creation. While the Void is held at bay beyond the stars, it seeps in through cracks in reality. These beings, neither divine nor mortal, grant power in exchange for narrative purpose, sacrifice, or secret acts. You do not learn magic, you bargain for it.

Core Class Progression

LevelProFeaturesFamiliar StageCantrips KnownSpells KnownMax Spell Level
1+2Voidblast, Patron Feat, Voidcasting Mod, FamiliarStage I20
2+2Void Channeling (2 Paths)Stage I20
3+2Stage I20
4+2ASIStage I30
5+3Common Deed Slot, Voidblast Upgrade IStage II353
6+3Stage II353
7+3Stage II353
8+3ASIStage II353
9+4Contact the VoidStage II353
10+4Greater Deed, Void Path Upgrade, Voidblast IIStage III4105
11+4Stage III4105
12+4ASIStage III4105
13+5Stage III4105
14+5Stage III4105
15Mythic Deed, Familiar Final Form, Voidblast III, Epic BoonStage IV4155

(1st Level)

Void Initiation

"No oath, no sigil, no brand. Only a question answered with silence, and a silence that never ended."

Before you can access the power of a Void Prince, you must perform a unique ritual of binding to initiate the pact. Each Voidbound Warlock must complete their Patron's Initiation Ritual to formally enter the service of their Prince and receive their familiar and subclass features.

  • This ritual is more than symbolic, it is metaphysical. It weaves your essence into the fractured narrative of your Void Prince, marking the first tether of your soul to their will.
  • The ritual requires specific materials, conditions, and actions that reflect the Void Prince’s theme, obsession, or past.
  • The ritual may be performed during character creation, at 1st level, or as part of a session-zero narrative. The DM may require the ritual to be played out or described in detail before your subclass features take effect.
  • Upon completing the ritual, you:
  • Receive your Patron Feat (1st-level subclass benefit)
  • Summon your Familiar in its first form
  • Begin learning Deeds and become eligible to receive your Patron’s whispers

If your bond is ever severed (by death, betrayal, or divine interference), you may need to repeat or recreate the ritual—or create a new one entirely to bind yourself to a different Prince.

Voidblast

When you form your pact at 1st level, you are branded by a shard of unreality. This becomes your signature cantrip, Voidblast (mechanically identical to Eldritch Blast, but reflavored).

  • Voidblast does not count against your cantrips known.
  • You always know it.
  • At levels 5, 10, and 15, your subclass grants Voidblast Upgrades that enhance damage type, effects, or manipulation.

Patron Feat: Mark of the Prince

At 1st level, you receive a Patron Feat, a subclass-specific boon granted by your Void Prince. This functions like a racial feat and reflects your patron’s nature or expectations. It may grant resistances, ritual casting, illusions, passive insight, etc.

(Each subclass will list its feat.)

Spellcasting: Pact Magic

You do not prepare spells like traditional casters. Instead, your Void Prince grants you spells directly.

LevelKnown Spells
10 (Voidblast only)
5+5 spells
10+5 spells (total 10)
15+5 spells (total 15)
  • All spells are drawn from the Warlock spell list unless granted by Deeds or subclass.
  • Spell Save DC = 8 + proficiency bonus + Charisma modifier
  • Spell Attack Mod = proficiency bonus + Charisma modifier

Void Ritual: Spell Adaptation

Each dawn, you may attempt a 1-hour ritual to reshape your magical connection to your Void Prince, whether through scarification, dream-trances, bloodletting, mirror-speaking, or another method appropriate to your patron.

At the end of the ritual, make a Charisma (Arcana or Religion) check against a DC of 13 + the spell level of the highest-level spell you wish to replace.

  • Success: You may swap one known spell and/or one cantrip from your Voidbound Warlock spell list.
  • Failure: Your ritual falters, and no spells are changed.

Void's Whim: Roll a d20 when the ritual begins

  • 1: Your patron intervenes, change is forced. Lose one random known spell, gain a random one from your spell list of equal level.
  • 20: Your patron grants favor, changing up to two known spells and one cantrip, ignoring the Charisma check.

Pact Magic Influence

At 1st level, choose a Voidcasting Mod that alters how your Roll to Cast functions:

  • Favor of the Thread: Reroll one failed Roll to Cast per long rest.
  • Whispers of the Familiar: Gain +1 to Roll to Cast while your familiar is within 10 ft.
  • Echo of the Pact: If you succeed by 5+, regain a lost spell or spent deed reward (if not a one and done).

Familiar Bond

At 1st level, you gain a unique Void Familiar, tied to your patron’s essence. It evolves as your power grows at level 5, 10 and 15.

(2nd Level)

Void Channeling Paths

At 2nd level, choose 2 Void Channeling Paths from the list below. Each provides unique passive or magical effects.
At level 10, you may choose another basic or upgrade one you already have into its Greater Path version.

Paths reflect ambient power leaking through you.

(4th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(5th Level)

Pact Deeds

You do not receive subclass powers in the usual way. Instead, you earn Deeds, powerful boons granted by your Void Prince.

These must be earned through roleplay, rituals, or cosmic bargains, not simply leveling.

5th Level: Common Deed: A minor but flavorful boon

Voidblast Improvement

See Subclass

Familiar Bond

It evolves as your power grows.

(8th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(9th Level)

Contact the Void

Once per long rest, you may contact your Prince directly across the veil. You may ask for aid, bargains, or warnings.

DM determines how your Prince responds (riddle, omen, consequence, laughter).

(10th Level)

Pact Deeds

Greater Deed: A powerful supernatural gift

Void Channeling Path Improvement

Choose one more basic path or upgrade a basic path you already have.

Voidblast Improvement

See Subclass

Familiar Bond

It evolves as your power grows.

(12th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(15th Level)

Pact Deeds

Mythic Deed: A powerful supernatural gift

Voidblast Improvement

See Subclass

Familiar Bond

It evolves as your power grows.

Epic Boon

Choose an Epic Boon

Basic and Upgraded Void Channeling Paths

Basic PathGreater Upgrade
1. Empty VeinVoid Vein
When you fail a Roll to Cast, you may reroll it with advantage. You take necrotic damage equal to twice the spell’s level. You can do this once per long restYou can reroll failed Rolls to Cast at will You take necrotic damage (spell level x3) and disadvantage on concentration checks for 1 round. Once per long rest, ignore the cost.
2. Mouth of LiesMany-Mouthed Mask
You can cast Disguise Self once per long rest, without expending a spell slot or components. Also, while disguised or impersonating a specific person, you gain advantage on Deception checks.Gain Alter Self and Suggestion once per long rest. Anyone you deceive must succeed a Wisdom save or forget you within 1 minute.
3. Flicker BetweenFlicker Beyond
You may teleport 5 feet as a reaction when targeted by an attack, potentially avoiding it. You must do this before the attack roll is made. You can do this Proficiency Bonus times per long rest.
At level 13, your flicker distance becomes 10 feet.
Once/short rest, vanish until the start of your next turn. Untargetable while gone. Your return attack or spell deals bonus psychic damage.
4. Void-Touched WordsTongue of the Void
When you succeed on a Persuasion or Deception check by 5 or more, you may whisper a falsehood into the world. Once per short rest, treat the next Illusion or Enchantment spell you cast as though it was cast at one level higher for effect only This can also grant an advantage to resist being counterspelled.Illusions and enchantments last 1 round longer. Once/short rest, speak a phrase that silences everyone for 1 round.
5. Eyes Behind the WorldEyes Beneath the Skin
You gain darkvision 60 ft. (or +30 ft. if you already have it). You can also see invisible or hidden creatures within 10 feet of you.Gain Truesight 30 ft. 1/min/day, see creature type/HP% in 60 ft. Suggestion reaction when lied to.
6. False FleshUnperson Shell
When you take damage, you may use your reaction to shed your skin, illusory or otherwise. This reduces the incoming damage by your Charisma modifier + Proficiency Bonus. Enemies who saw you take this hit must succeed on a Wisdom save (DC = your spell DC) or believe you were someone else for 1 minute.1/short rest.When reduced to 0 HP, shed false form instead. Rise with 1 HP. Can only be recognized by true name until next dawn. 1/long rest.
7. Leash of HungerGorge the Thread
You gain a spectral tether. When a creature within 30 ft. fails a save against your spell, you may: Leech vitality, gaining temporary HP equal to your Warlock level. Use this 1/short rest, or 1/long rest per target. At level 13, if the spell was necrotic or psychic, this also reduces the target’s next saving throw by 1d4.Once/long rest, if you kill a creature, regain a spell slot (3rd or lower). Gain advantage on the next Roll to Cast.
8. Ravel UnseenSeamless Step
You may ignore opportunity attacks while dashing or teleporting.If you pass within 5 feet of a creature during this movement, you may force it to make a Dexterity save (DC = 8 + CHA + Proficiency) or trip and fall prone. Usable Proficiency Bonus times per long rest.Once/short rest, teleport up to 60 ft. without triggering reactions. Leave a rift: next creature entering must save or be banished for 1 round.
9. Pactbrand SigilSigil of Remand
As an action, you may mark a creature within 60 ft. that you can see with a rune of pactlaw.
For 1 minute: The target has disadvantage on deception against you. If it targets you with a spell or attack, it takes psychic damage = your level. Once per long rest. At level 11, you may use this on two targets at once.
Your sigil explodes in runes: target is silenced and blinded for 1 round. You gain invisibility until the end of your next turn.
10. Whisper in the FlamesCindersong Echo
When you cast a spell that deals fire, radiant, or necrotic damage, you may change the damage type to psychic instead. Once per turn, if you deal damage this way, you can mute the target until the end of its next turn (no verbal components or speech).Usable Proficiency Bonus times per long rest.Once per day, cast a spell that leaves a haunting echo: same spell auto-casts again next round on a new target.
11. Thread of ReturningAnchored Thread
You can mark any place you've been with a minor ritual (1 minute). Once per long rest, you may teleport back to that place as if via Misty Step, even across planar boundaries if the plane is not warded. Your Familiar may use this instead of you once per day, vanishing in a puff of smoke and reappearing at the thread’s location.Mark two locations. Switch between them freely 1/min/day. Familiar may use the mark to scout or cast through.
12. Devour the FumbleFeast of Fracture
When you roll a 1–5 on a Roll to Cast, you may choose to sacrifice a known spell for 24 hours. You then treat the roll as a 15 instead. The sacrificed spell cannot be cast or prepared again until your next long rest. You may use this once per long rest.Once per long rest, sacrifice a prepared spell to cast a different one without rolling. For 1 minute, you cast without verbal or somatic components.

Hit Points

  • Hit Dice: 1d8 per Warlock level
  • HP at 1st Level: 8 + your Constitution modifier
  • HP at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Primary Ability

Charisma

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None by default (can be expanded by subclass or feats)
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Nature, Religion

Equipment

Choose one of the following:

Option A:

A light crossbow and 20 bolts

A simple weapon of your choice

Leather armor

A scholar’s pack

Option B:

A simple weapon of your choice

A component pouch

Leather armor

A dungeoneer’s pack


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