The Grand Void

The dour destroyers, champions of entropy, are rightfully feared bringers of decay and entropy— but they are blunt hammers that crush resistance, tools that dare not ask. There are some dvergr that have delved deeper into the nihilist philosophy of the dour destroyers, that have truly experienced the ramifications of the endtimes, entropy, the final landscape of endless, bleak desolation.

These philosopher-warlocks are often called “Executioners of the Grand Void,” for that is how they see themselves. There is no response, no communion with the Grand Void; it has no agenda, it does not reply; instead, the very absence of a response, the sheer manifestation of bleak, cosmic indifference, seems to grant powers to the fanatic, magical killers that seek to hasten its arrival.

Code of Conduct: An executioner of the grand void has to follow one set of tenets chosen from those of the dour destroyer.

Expanded Spell List

The Grand Void does not grant you an expanded spell list in the traditional sense; by pondering its inevitability, you may still choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.

Grand Void Expanded Spell List
Spell Level Spells
1st detect dwarves, false life
2nd calm emotions, ray of enfeeblement
3rd bestow curse, slow
4th black tentacles, confusion
5th cloudkill, planar binding

Witness of the Void

Starting at 1st level, you have witnessed the Grand Void. You have had a vision of the ultimate, bleak desolation and its dusty, lifeless vistas. This may shake other to their core, but it fortifies your resolve. You gain advantage on saving throws to resist the charmed and frightened conditions.

Death: Glorious, Inevitable

At 6th level, you can channel the bleak powers of the Grand Void to hamper attempts to prolong the inevitable. Whenever a creature that you can see within 60 feet of you is healed, you may use your reaction to make a ranged spell attack against the target. If you hit, you negate the attempt to heal the target. You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses upon finishing a long rest.

Witness the End

Beginning at 10th level, you may attempt to entrap their victims in a vision of utter annihilation, sharing a glimpse of the splendor the Grand Void.

As an action, make a melee spell attack. If the attack hits, the target must succeed a Wisdom saving throw against your spell save DC or fall unconscious for a number of rounds equal to your Charisma modifier, as you send its mind to wander the Grand Void. Each round the target spends thus feels like a century. Upon being sent to the Grand Void, the target takes 2d8 psychic damage. Each additional round spent wandering the Grand Void doubles this damage: 4d8 on the second round, 8d8 on the third, 16d8 on the fourth, etc. The target may attempt a new saving throw at the end of each of her turns to wake up. Upon awakening, the target also suffers from a number of levels of exhaustion equal to the rounds spent walking the Grand Void, up to a maximum of 3. As this exhaustion is purely mental, the level of exhaustion of the target cannot be increased beyond 3 by this feature. Once you have used this feature, you can’t use it again until you finish a long rest.

To Walk the Bleak Wasteland

Starting at 14th level, you have walked an infinite number of lifetimes through the endless desolation of the Grand Void. Its utter hopelessness has suffused every fiber of your being and grants you strength. You become immune to the frightened and charmed conditions. Furthermore, you have transcended the need to eat or drink and ignore the effects of the first two levels of exhaustion.

Section 15: Copyright Notice

Occult Secrets of the Underworld Copyright 2018, AAW Games, LLC; Thilo Graf and Jonathan G. Nelson.