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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Void Flicker
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 scales
Hollow Whisper
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.
Gravitic Tether
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.
Distance increased by 5 feet per slot level above 1st
Null Pulse
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 increases by 1d6 per slot level above 1st
Fold Space
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.
At 6th level and again at 11th, you may teleport one additional willing creature
Darkbind
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.
You may target one additional creature when cast with a higher-level slot
Eventide Maw
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 increases by 1d8 per slot level above 3rd
Entropy Bloom
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 increases by 1d6 per slot level above 3rd
Singularity Shell
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.
Eclipse of Being
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.
Martial Abilities
Void Strike
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.
Umbral Step
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.
Hollow Grasp (Martial)
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.
Masslessness
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).
Cancel Echo
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).
Transformations
Embrace the Void
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.
Gain fly speed 30 ft (hover), Resistance to nonmagical damage, Attacks deal +1d10 psychic damage
Move through objects and creatures as if they were difficult terrain (cannot end inside them)
Cannot regain hit points, Concentration checks have disadvantage
Null Form
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.
Advantage on saves vs grapple/restrain, Immune to forced movement, Bonus-action teleport 60 ft, Melee +3d10 psychic damage
Bonus action to teleport up to 60 feet
After effect, you are Exhausted (one level)
Auras
Hunger of the Void
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.
Enemies take psychic damage equal to your Wisdom modifier at end of their turns; allies advantage on fear saves.
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
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.
Allies gain half cover vs ranged; ranged attacks through >10 ft of aura have disadvantage
Spend 4 Void Points
Companions
Hollow Wisp
Level 1A 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.
Perception + your proficiency
darkvision 60 ft, advantage on checks to detect illusions
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.
Perch & Scout (bonus action), Relay Sense (free), Flicker Aid (bonus action)
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)
Touch of Nothing (Level 1)
Resource Cost: 1 Void Point
Void Sight (Level 2)
Spatial Anchor (Spellcasting) (Level 3)
Umbral Step (Level 3)
Prerequisite: Spatial Anchor
Void Affinity (Level 6)
Hollow Grasp (Level 10)
Prerequisite: Void Affinity
Entropy Releasement (Level 14)
Prerequisite: Hollow Grasp
Master of Absence (Level 18)
Prerequisite: Entropy Releasement
Avatar of the Void (Level 20)
Resource Cost: 10 Void Points
Prerequisite: Master of Absence
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