Void (Mage Hand Press, LLC)

Conventional understanding places the Void outside the cosmology of the rest of the universe, exploitable if one wishes to hop between the stars, but dangerous and foreign otherwise. But priests of the Void Domain know better: the Void is the least tangible, but most integral, element of existence. If the universe is a great orchestra of musical instruments, each producing sounds that comprise beautiful music, the Void is the silence between those notes, which gives rhythm and shape to the whole.

The Void also gives rise to the differences between the instruments and empowers their individual songs amongst the whole. And finally, the Void shall make itself the conductor, waving its baton for the final time and commanding all the instruments to stop. Those who accept the Void might stare into its hideous lights for the briefest moments and come away unravaged by the warp, yet purified by the light. Void priests seek to share this gift by bringing others to stare into the Void.

Bonus Cantrips

When you choose this domain at 1st level, you gain the voidlight cantrip, which doesn’t count against your total number of cantrips known.

Void Domain Spells
Cleric Level Spells
1st false life, guiding bolt
3rd blindness/deafness, darkness
5th vampiric touch, voidwind
7th dimension door, hallucinatory terrain
9th antilife shell, creation

Darkvision

At 1st level, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already possess darkvision, its range increases by 30 feet.

Starting at 8th level, you can see through magical, as well as nonmagical, darkness.

Channel Divinity: Shape Void

Starting at 2nd level, you can use your action to bend the walls of the universe, creating a small pocket of black voidstuff in its absence, and shaping it as you see fit. Choose one of the following options:

  • Barrier. You warp the Void pocket into an impassable obstruction, a 5-foot diameter sphere, at an empty space you choose within 30 feet. For the next minute, while you maintain concentration on this effect as a spell, nothing can penetrate or move through this space.
  • Javelin. You stretch the voidstuff into a crackling spear of energy, which you hurl toward a creature you can see within 60 feet. Make a ranged spell attack roll against the target. On a hit, you deal force damage equal to your Wisdom modifier + 1d12 for each point of your proficiency bonus.
  • Pocket. You curve the walls of the universe outward, forming an extradimensional space that is large on the inside and hidden from the outside. This space is invisible from the outside and can hold 500 pounds, not exceeding 64 cubic feet of volume. It is anchored to your holy symbol; touching it allows a creature to see the entryway into the space. This extradimensional space lasts for 1 hour. After that time, the space dissipates, and its contents spill forth.

Void Step

At 6th level, you can use your bonus action to step briefly into the Void, teleporting to an unoccupied location you can see within 20 feet. You can use this ability 3 times and regain all uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Oblivion

By 17th level, you can use your action to open a rift in space and time into the Void around a creature or object of your choosing within 120 feet. A creature makes a Dexterity saving throw to avoid falling into the rift. On a successful save, the creature avoids falling into the rift, but sees a glimpse of the Void and takes 2d8 radiant damage and 2d8 psychic damage. On a failed save, the creature is banished to the Void for 1d4 rounds, taking 2d8 radiant damage and 2d8 psychic damage at the beginning of each of its turns there. At the end of your following turn, the target returns to the space it previously occupied, or the nearest unoccupied space. Objects larger than 20 feet in any dimension and Huge and larger creatures can’t fall into the rift. Once you use this ability, you must finish a long rest before using it again.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair