Your patron is an enigma, as it is an embodiment of destruction and emptiness, and ultimately nothingness. The Void is a state of inexistence that exists as palpably as the Material Plane. It is the antithesis of all, and the synthesis of the end.
It is unclear to scholars whether warlocks of this patron have contracted with the embodiment of nothing, or whether they draw their power from their own nihilistic beliefs.
The Void Features
|1st||Expanded Spells, Miasma|
1st-level Void feature
The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Each spell is in the Player’s Handbook, unless it has a dagger, in which case it is in chapter X.
The Void Expanded Spells
|1st||dissonant whispers, sanctuary|
|2nd||blindness/deafness, see invisibility|
|3rd||protection from energy, slow|
|4th||Evard’s black tentacles, phantasmal killer|
|5th||arcane motes†, aura of peace†|
1st-level Void feature
The power of the vast nothingness withers reality and those caught within it. As an action, you create a miasmic cloud of nothingness in a space you can see, occupying up to a 10-foot radius cloud. The area of the miasma is heavily obscured. The miasma lasts a number of rounds equal to your proficiency bonus.
Each unattended nonmagical object within the miasma takes 1d8 + your warlock level force damage at the end of each of your turns. An object reduced to 0 hit points ceases to exist.
A creature that starts its turn within the miasma must succeed on a Constitution saving throw or be weakened by the miasma until the start of its next turn. A weakened creature can’t add its ability bonus to its attack and damage rolls or save DCs, and it must spend 3 feet of movement for every foot moved. If it ends its turn within the miasma, it takes force damage equal to half your level in this class (rounded up).
After using this feature, you can’t use it again until you finish a short or long rest.
6th-level Void feature
During your turn, you can fade from existence, rendering yourself invisible for 10 minutes as a bonus action. Regardless of a creature’s ability to detect invisible targets, it can’t make an opportunity attack against you, and it has disadvantage on attack rolls against you. In addition, while in this state, you are immune to divination spells, clairsentience powers, and similar effects that would scry on you or attempt to detect your presence.
You cease being invisible if you make an attack, cast a spell, manifest a power, or take a bonus action to end the effect. You can’t interact with an object while invisible this way, and after each minute in which you are invisible, you take 1d4 points of force damage.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
10th-level Void feature
You create a pool of “dead” space in an unoccupied space up to 30 feet from you that you can see as an action. The pool can be any shape or size, provided it is within a 30-foot cube. The dead space remains for 1 round, after which time, you must concentrate to maintain it as if concentrating on a spell, up to a maximum of 10 minutes. For all intents and purposes the affected area no longer exists. It is impossible to stand on its space without falling, and a creature must spend 5 feet of movement for every foot moved through the void, provided it has the means to cross a space without a surface.
The effects of spells and powers can’t penetrate the void, treating it as full cover. If a spell or power crosses the void to strike a target, the caster or manifester must succeed on an ability check using their spellcasting or power manifesting ability against a DC equal to 10 + your proficiency bonus. On a failed check, the spell or power ceases to be and the spell slot or power points used to cast or manifest it are lost.
Once you use this feature, you can’t use it again until you finish a short or long rest.
14th-level Void feature
You touch a object and remove it from existence. A Large or smaller nonmagical item simply vanishes as if it were never there. A larger nonmagical object has up to a 10-foot cube of it discarded from existence. A Large or smaller magical item temporarily fades from existence, reappearing in the exact same spot within 6d12 hours. An attended object can also be removed from reality, but you must succeed on a melee spell attack roll. An artifact is unaffected by this feature, and you won’t expend it use when you target one.
Once you use this feature, you can’t use it again until you finish a long rest.