Void Disciple

Void Disciples are pilgrims to absence. They listen to the silence between stars and learn to shape the space that holds things apart. Their powers are not about raw creation but about removing, bending, or erasing: gravity reversed, spells unspoken, doorways folded closed. To be a Void Disciple is to treat nothingness as a tool and a teacher.

Class Features

Hit Die d8
Primary Ability Wisdom, Intelligence
Saving Throws Wisdom, Constitution

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows
Skills Choose 2 from Arcana, Religion, Insight, Stealth, Perception

Starting Equipment

• A simple weapon and a light crossbow with 20 bolts
• An explorer's pack or a scholar's pack
• Leather armor, a void-sigil (arcane focus), and 2 pouches of obsidian dust (spell component)

Class Resources

Void Points 6 (Long rest (many features describe optional costs that expend additional points; the class features text explains increases at level milestones))

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 2
Void Flicker
Cantrip Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous

A small pulse of non-space. Make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 1d6 psychic damage and you teleport to an unoccupied space within 5 feet of the target.

Damage
Damage: 1d6 psychic (Increases by 1d6 at 5th level and every 6 levels thereafter)
At Higher Levels:

Damage scales

Hollow Whisper
Cantrip Illusion
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You whisper a phrase in the language of absence. One creature of your choice that can hear you must succeed on a Wisdom saving throw or be unable to speak (gagged by an intangible void) for the duration. The target can repeat the save at the end of each of its turns.

Condition
Saving Throw: Wisdom
Damage:
Conditions: silenced
Gravitic Tether
Level 1 Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create an invisible tangle of gravitational strings that latch onto a creature. The target must succeed on a Strength saving throw or be pulled up to 15 feet toward a point you choose within range at the end of each of its turns. On a failed save, the creature also has disadvantage on checks to move away from the chosen point.

Control
Saving Throw: Strength
Damage:
Conditions: movement restricted
At Higher Levels:

Distance increased by 5 feet per slot level above 1st

Null Pulse
Level 1 Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A wave of unbeing erupts from a point you choose. Each creature in a 10-foot radius must make a Constitution save. On a failure, they take 2d6 necrotic damage and have disadvantage on concentration checks until the start of your next turn. Half damage on success.

Damage
Saving Throw: Constitution
Damage: 2d6 necrotic (+1d6 per slot level above 1st)
Conditions: concentration disadvantage
At Higher Levels:

Damage increases by 1d6 per slot level above 1st

Fold Space
Level 2 Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous

You fold a short vein of space, teleporting yourself and up to one willing Medium creature within 30 feet to any other unoccupied space you can see within 120 feet. If you target a willing creature that is grappled or restrained, the grapple or restraint persists only if its source also teleports. At higher levels you can target more creatures.

Utility
Damage:
At Higher Levels:

At 6th level and again at 11th, you may teleport one additional willing creature

Darkbind
Level 2 Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You wrap a target in void ribbons. The target must make a Wisdom save or be restrained for the duration. At the end of each of its turns, it may repeat the save to end the effect.

Control
Saving Throw: Wisdom
Damage:
Conditions: restrained
At Higher Levels:

You may target one additional creature when cast with a higher-level slot

Eventide Maw
Level 3 Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

You call a small yawning maw of nonspace at a point. Creatures that enter or start their turn within a 10-foot radius take 3d8 psychic damage (save halves) and must succeed on a Wisdom save or be frightened until they leave the radius. Allies you designate are unaffected.

Damage
Saving Throw: Wisdom
Damage: 3d8 psychic (+1d8 per slot level above 3rd)
Conditions: frightened
At Higher Levels:

Damage increases by 1d8 per slot level above 3rd

Entropy Bloom
Level 3 Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You force the fabric of things to unweave. A target creature must make a Constitution save. On a failed save it takes 4d6 necrotic damage and suffers disadvantage on attack rolls and ability checks until the end of its next turn. On a success it takes half damage and no additional effect.

Damage
Saving Throw: Constitution
Damage: 4d6 necrotic (+1d6 per slot level above 3rd)
Conditions: disadvantage on attacks and checks
At Higher Levels:

Damage increases by 1d6 per slot level above 3rd

Singularity Shell
Level 4 Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes

You enshroud yourself in a sphere of collapsed space. You gain resistance to bludgeoning, piercing, and slashing and immunity to force damage. Any creature that hits you with a melee attack takes 2d6 psychic damage. The shell can be dismissed early.

Buff
Damage: 2d6 psychic
Conditions: resistance to physical, immunity to force
Eclipse of Being
Level 5 Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Instantaneous

You call down a sector of unbeing in a 20-foot radius. Creatures in the area must make a Constitution save. On a failed save they take 6d8 necrotic damage and are stunned until the end of their next turn. On a success they take half and are not stunned. Constructs and undead have disadvantage on the save.

Damage
Saving Throw: Constitution
Damage: 6d8 necrotic
Conditions: stunned

Martial Abilities

Resource Void Points
Void Strike
Action 1 Void Point (optional to increase damage) Level 1

A focused strike that rends a target's place in reality. As an action, make a melee weapon attack. On a hit, deal weapon damage plus 1d8 psychic. Spend 1 Void Point to add 1d8 more psychic damage. At higher levels the base psychic increases: +1d8 at 6th, +2d8 at 11th, +3d8 at 17th.

Damage Effect
Damage: 1d8 psychic (Increases at levels 6/11/17)
Umbral Step
Bonus Action 2 Void Points (optional) Level 3

You step through the margin of space. As a bonus action, teleport up to 30 feet to an unoccupied space you can see. If you teleport adjacent to an enemy you can make one weapon attack as part of the same bonus action. Costs no Void Point by default; you may spend 2 Void Points to ignore opportunity attacks triggered by the teleport this round.

Mobility Effect
Hollow Grasp (Martial)
Action 2 Void Points (optional) Level 5

You reach into nothing and attempt to snare a foe. As an action, make a ranged spell attack with a 60-foot range (uses Wisdom). On a hit the target is pulled 10 feet toward you and is restrained until the end of your next turn. Spend 2 Void Points to make the pull 20 feet instead.

Control Effect
Conditions: restrained
Duration: 1 round
Masslessness
Reaction 1 Void Point Level 7

As a reaction when you or an ally within 30 feet would be hit by an attack, you may spend 1 Void Point to make that creature insubstantial until the end of the triggering attack's resolution, granting resistance to the attack's damage and causing the attacker to suffer disadvantage on the attack roll (teleportation of the hit is possible after).

Defensive Effect
Conditions: resistance to damage
Duration: until end of attack resolution
Cancel Echo
Action 3 Void Points Level 9

You attempt to unravel a lingering effect. As an action, you can spend 3 Void Points to attempt to end one ongoing spell or effect on a creature or object within 60 feet. The target makes a Wisdom saving throw; on a failure the effect ends. This can target both magical and mundane ongoing effects (such as traps that persist or a poison's ongoing damage).

Utility Effect
Saving Throw: Wisdom

Transformations

Embrace the Void
1 minute 6 Void Points or once per long rest Level 11

You reshape yourself into an insubstantial echo for up to 1 minute (usable once per long rest or by spending 6 Void Points). In this form you gain a fly speed of 30 (hover), resist nonmagical damage, can move through Small holes and across obstacles ignoring difficult terrain, and your attacks deal an additional 1d10 psychic damage. You can't regain hit points while in this state and any ongoing concentration you maintain has disadvantage.

Changes:

Gain fly speed 30 ft (hover), Resistance to nonmagical damage, Attacks deal +1d10 psychic damage

Special Actions:

Move through objects and creatures as if they were difficult terrain (cannot end inside them)

Limitations:

Cannot regain hit points, Concentration checks have disadvantage

Null Form
1 minute 10 Void Points or once per long rest Level 17

A higher-tier transformation available at 17th level. For 1 minute you and all allies within 10 feet gain partial nonexistence: advantage on saving throws against being grappled or restrained, immune to forced movement, and you can spend a bonus action to teleport up to 60 feet. You also deal +3d10 psychic on melee attacks. Usable once per long rest or by spending 10 Void Points.

Changes:

Advantage on saves vs grapple/restrain, Immune to forced movement, Bonus-action teleport 60 ft, Melee +3d10 psychic damage

Special Actions:

Bonus action to teleport up to 60 feet

Limitations:

After effect, you are Exhausted (one level)

Auras

Hunger of the Void
10-foot radius Level 6

You emanate a thin aura of absence in a 10-foot radius. Enemies that end their turn in the aura take psychic damage equal to your Wisdom modifier. Allies within the aura gain advantage on saving throws vs. fear. The aura is active while you concentrate on any void spell and may be toggled off as a bonus action.

Effect:

Enemies take psychic damage equal to your Wisdom modifier at end of their turns; allies advantage on fear saves.

Activation:

Active while concentrating on a void spell or toggled on/off as a bonus action

This aura can be toggled on or off.

Umbral Shroud
15-foot radius 4 Void Points Level 14

At 14th level you can activate a 15-foot aura for 1 minute by spending 4 Void Points. The aura grants allies half cover (+2 to AC) against ranged attacks and causes ranged attacks that pass through more than 10 feet of the aura to be made with disadvantage.

Effect:

Allies gain half cover vs ranged; ranged attacks through >10 ft of aura have disadvantage

Activation:

Spend 4 Void Points

Companions

Hollow Wisp
Fey/Construct-like familiar
Level 1

A small wisp of unspace that clings to the Disciple like a lantern of absence. It scouts, relays sensations, and can nudge fate in small ways.

Statistics:
HP 4 + your level (scales)
AC 12
STR 4
DEX 16
CON 10
INT 12
WIS 14
CHA 8
Speed:
Walk 20 ft.
Fly 40 ft.
Skills:

Perception + your proficiency

Senses:

darkvision 60 ft, advantage on checks to detect illusions

Features:

Unseen Relay: It can communicate short sensory impressions telepathically to you within 300 feet., Flicker: As a bonus action you can command it to grant you or an ally within 30 feet advantage on one Stealth or Perception check once per short rest., Void Nudge: Once per long rest (or spending 2 Void Points) it can impose disadvantage on a single enemy attack roll.

Commands:

Perch & Scout (bonus action), Relay Sense (free), Flicker Aid (bonus action)

Scaling:

Level 5: HP increases by +2 and its Flicker can be used twice per short rest.

Level 11: Gains tiny spectral attack that deals 1d4 psychic once per round when commanded.

Level 17: Can act autonomously to distract, granting advantage on one attack against a distracted creature once per short rest.

Class Features

Void Points (Level 1)

You gain a resource called Void Points that fuel many Disciple abilities. At 1st level, you have a number of Void Points equal to 1 + your Wisdom modifier (minimum 1). This increases at levels 5, 11, and 17 by +1 each. Void Points are regained after a long rest. Some features let you spend points to power effects; the cost is listed with each ability.

Touch of Nothing (Level 1)

At 1st level you learn to tap 'the space between.' Once per turn when you hit a creature with a weapon attack or a spell attack, you can spend 1 Void Point to deal an extra 1d6 necrotic damage and reduce the creature's speed by 5 feet until the end of your next turn. This extra damage increases to 2d6 at 6th level, 3d6 at 11th, and 4d6 at 17th.

Resource Cost: 1 Void Point

Void Sight (Level 2)

At 2nd level you perceive the seams of reality. You gain darkvision 60 feet (or increase existing darkvision by 30 feet). You automatically succeed on Wisdom (Perception) checks to notice unnatural gaps, illusions that rely on filling gaps, or spatially shifted objects. Once per short rest you can cast detect thoughts as a ritual that reads not words but existential anchors (no concentration).

Spatial Anchor (Spellcasting) (Level 3)

At 3rd level you can cast a small suite of void rites (see Spellcasting). You are a half-caster for spell slot progression and learn cantrips and a spell list tied to the Void Disciple tradition. Your spellcasting ability is Wisdom.

Umbral Step (Level 3)

At 3rd level you gain the Umbral Step martial ability (see Martial Abilities). You can use it a number of times per long rest equal to your Wisdom modifier (minimum 1), or spend 2 Void Points to use it immediately.

Prerequisite: Spatial Anchor

Void Affinity (Level 6)

At 6th level your connection to nothingness strengthens. When you would be reduced to 0 hit points, you can instead drop to 1 hit point and become insubstantial until the end of your next turn, gaining resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Once you use this feature, you can't do so again until you finish a long rest, or you may spend 4 Void Points to use it again.

Hollow Grasp (Level 10)

At 10th level your void manipulations can imprison enemies in non-space. When you reduce a creature to half its hit points or lower (or when a creature within 30 feet fails a saving throw against a void ability you cast), you can spend 3 Void Points to pull it into a tethered hollow for 1 round — the creature is restrained until it succeeds on a Strength or Dexterity saving throw (its choice) at the end of each of its turns. The hollow exists out of phase and creatures inside take psychic damage equal to your Wisdom modifier at the start of their turns.

Prerequisite: Void Affinity

Entropy Releasement (Level 14)

At 14th level you can use catastrophic void energy. Once per long rest, or by spending 6 Void Points, you can create a 30-foot-radius zone of distorted being centered on a point you can see within 120 feet. For 1 minute (concentration), the zone reduces healing by half, halves regeneration effects, and deals 2d8 necrotic damage to creatures that begin their turn in the zone (Con save DC = 8 + proficiency + Wisdom modifier for half). Allies you designate treat the area as difficult terrain but are immune to the damage. Creatures reduced to 0 while inside are banished to a temporary void for 1 round and reappear at 1 hit point at the end of that round.

Prerequisite: Hollow Grasp

Master of Absence (Level 18)

At 18th level you can warp small regions of reality. Twice per long rest you can cast a longer-duration form of Fold Space (see spells) that creates a permanent-looking fold between two visible locations up to 1 mile apart; the fold lasts until dispelled but requires attunement of your presence to remain stable (if you move more than 1 mile from either end contact severs after 24 hours unless reanchored).

Prerequisite: Entropy Releasement

Avatar of the Void (Level 20)

At 20th level you may spend 10 Void Points (or once per long rest without paying points) to assume the Avatar of the Void for 1 minute. In this form you gain immunity to psychic and necrotic damage, resistance to all other damage except force, your melee weapon attacks deal an additional 4d8 psychic damage, and you ignore difficult terrain and can move through creatures and objects as if they were difficult terrain (you cannot end your movement inside an object or creature). You also emanate a 15-foot aura that reduces enemy attack rolls by -2 while active. After the effect ends you are Exhausted (as the condition) and cannot gain Void Points until you finish a long rest.

Resource Cost: 10 Void Points

Prerequisite: Master of Absence

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