Void Disciple

Void Disciples are pilgrims of the space between things: not simply nihilists, but craftsmen of absence. They learn to fold the thin black thread that lies between thoughts, worlds, and stars and use it to shape battlefield geometry, hush healing, and unmake attacks. They are not clerics of annihilation but keepers of necessary void—tools to be used where the world’s edges must be trimmed. Publicly uncanny and private in manner, they walk a line between austerity and terrifying usefulness.

Class Features

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

Proficiencies

Armor Light armor
Weapons Simple weapons, Shortswords
Skills Choose two from Arcana, Insight, Investigation, Perception, Stealth, Religion

Starting Equipment

• Choose a shortsword or any simple weapon
• Leather armor and a explorer's pack
• A scholar's pack and a simple weapon

Class Abilities

Martial Abilities

Resource Void Points
Null Strike
Action 1 Void Point Level 1

A focused strike that momentarily unravels a creature's form. When you hit with a weapon attack, you can expend 1 Void Point to deal an extra 1d8 necrotic damage. At 5th level, this extra damage increases to 2d8; at 11th level to 3d8; at 17th level to 4d8. If the target is concentrating, it must succeed on a Constitution save (DC = 8 + your proficiency + your Wisdom modifier) or lose concentration.

Damage Effect
Damage: 1d8 necrotic (+1d8 at 5th, +2d8 at 11th, +3d8 at 17th)
Control Effect
Saving Throw: Constitution
Conditions: May end target's concentration on failed save
Duration: Instantaneous
Gravity Grasp
Bonus Action 1 Void Point Level 1

You reach into the between and bind a creature to a point. As a bonus action, expend 1 Void Point to make a ranged spell-like touch (30 feet). On a hit the target must succeed on a Strength saving throw or be restrained until the end of your next turn. A large or larger creature has advantage on the save.

Control Effect
Saving Throw: Strength
Conditions: Restrained
Duration: Until end of your next turn
Void Step
Bonus Action 1 Void Point Level 2

You step into the Between and reappear a short distance away. As a bonus action, spend 1 Void Point to teleport up to 30 feet to an unoccupied space you can see. You can move through spaces as narrow as 1 inch wide while making this teleportation, but you must appear in a space large enough for you.

Utility Effect
Duration: Instantaneous
Entropic Touch
Action 1 Void Point Level 2

As an action you make a melee spell attack. On a hit the target takes 2d6 necrotic damage and is afflicted by Entropy: the target's next attack roll or saving throw within 1 minute has disadvantage unless it succeeds on a Constitution saving throw. At 5th level damage increases to 3d6, at 11th to 4d6, at 17th to 5d6.

Damage Effect
Damage: 2d6 necrotic (+1d6 at 5th, 11th, 17th)
Duration: Instantaneous
Debuff Effect
Saving Throw: Constitution
Conditions: Next attack roll or saving throw has disadvantage
Duration: Until used or 1 minute
Silent Corridor
Action 2 Void Points Level 3

You carve a corridor of nothingness in a straight line up to 30 feet long and 10 feet wide. As an action, spend 2 Void Points to create the corridor (concentration, up to 1 minute). Creatures inside the corridor cannot cast spells with vocal components and any creature concentrating that enters the corridor must make a Constitution save or lose concentration.

Control Effect
Saving Throw: Constitution
Conditions: Prevents spellcasting with vocal components, Concentration checks forced
Duration: Concentration, up to 1 minute
Void Pull
Action 1 Void Point Level 3

As an action, expend 1 Void Point to choose a creature within 30 feet. The target must succeed on a Strength saving throw or be pulled up to 20 feet straight toward you and knocked prone if it ends its movement adjacent to you. If the save succeeds the target isn't pulled.

Control Effect
Saving Throw: Strength
Conditions: Pulled up to 20 feet, Prone if ends adjacent
Duration: Instantaneous
Abyssal Reach
Bonus Action 1 Void Point Level 5

You extend the range of your weapon with the Between. As a bonus action, spend 1 Void Point to increase the reach of your melee attacks by 10 feet for 1 minute. While active your melee attacks deal an extra 1d6 necrotic damage (scales to 2d6 at 11th level).

Buff Effect
Damage: 1d6 necrotic (Increases to 2d6 at 11th level)
Duration: 1 minute
Collapse
Action 3 Void Points Level 9

You can force a region of space to crumple. As an action, expend 3 Void Points to create a 15-foot-radius area centered on a point within 60 feet that pulls creatures toward the center. Each creature in the area must make a Strength save; on a failure it is pulled 10 feet toward the center and takes 3d8 force damage (half on success and not pulled). At 11th level damage increases to 4d8, at 17th to 6d8.

Damage Effect
Saving Throw: Strength
Damage: 3d8 force (+1d8 at 11th, +3d8 at 17th)
Conditions: Pulled toward center
Duration: Instantaneous
Memory Leak
Action 2 Void Points Level 5

You cause a target to forget its most recent action. As an action, spend 2 Void Points and target one creature you can see within 30 feet. The target must succeed on an Intelligence saving throw or have its last turn's grant erased: it suffers disadvantage on attack rolls and ability checks until the end of its next turn and cannot benefit from features that triggered on its last turn (such as extra attacks that depended on prior conditions).

Debuff Effect
Saving Throw: Intelligence
Conditions: Disadvantage on attacks and ability checks
Duration: Until end of target's next turn
Nullify Reaction
Reaction 2 Void Points Level 6

When you are targeted by a spell or special effect that deals damage or imposes a condition, you can spend 2 Void Points to impose disadvantage on the attack or to force the caster to reroll the save DC against you (you choose which) — if the reroll fails, the effect is negated for you. Usable as a reaction.

Control Effect
Conditions: Imposes disadvantage or forces caster reroll; may negate effect
Duration: Instantaneous
Between Walk
Action 3 Void Points Level 11

You step almost entirely into the Between for a brief period. As an action you can spend 3 Void Points to become ethereal-like for one round: you can move through creatures and objects as though difficult terrain (but cannot end your turn inside objects), and you gain advantage on Dexterity saving throws. Attacking or casting a spell ends the effect.

Utility Effect
Conditions: Move through creatures and objects (can't end inside solid object), Advantage on Dex saves
Duration: Up to 1 round or until attack/cast
Singularity
Action 4 Void Points Level 14

You condense a persistent well of nothing. As an action (4 Void Points) create a 10-foot-radius sphere of roiling nothing at a point within 60 feet. Creatures that start their turn there take 6d8 necrotic damage (Dex save halves) and have their healing suppressed for 1 minute. The area lasts for concentration, up to 1 minute. You can maintain only one Singularity at a time.

Damage Effect
Saving Throw: Dexterity
Damage: 6d8 necrotic
Conditions: Suppressed healing inside area
Duration: Concentration, up to 1 minute
Consumption
Action Level 17

Desperate usage of the Between. As an action you may sacrifice hit points up to half your current hit point maximum to gain 1 Void Point per 5 HP spent (minimum 5 HP spent). This does not heal you and cannot raise you above your hit point maximum.

Resource Effect
Conditions: Sacrifice hit points to gain Void Points
Duration: Instantaneous
Collapse Rend
Add-on to Collapse 1 additional Void Point Level 9

When you use Collapse while wielding a melee weapon, expend an additional Void Point to cause edges of the collapsed space to tear at flesh: each creature pulled that fails its save takes an extra 2d8 necrotic damage.

Damage Effect
Saving Throw: Strength
Damage: 2d8 necrotic
Duration: Instantaneous

Transformations

Null Shell (Transformation)
Concentration, up to 1 minute 2 Void Points Level 6

You fold a thin shell of nothingness around yourself. For up to 1 minute (concentration) you gain resistance to nonmagical bludgeoning, piercing, and slashing damage and advantage on Strength and Dexterity saving throws. Attacking ends the effect early.

Changes:

Resistance to nonmagical B/P/S, Advantage on Str and Dex saves

Special Actions:

Can absorb a single spell by expending 2 Void Points (negates one incoming spell that targets only you)

Limitations:

Ends early if you attack or cast an offensive spell

Between-Form
1 minute 3 Void Points Level 10

You become partly composed of the Between for up to 1 minute. In this form you gain flight (30 ft), resist force and necrotic damage, your melee attacks deal an extra 1d10 force damage, and you can move through other creatures but not solid objects. You can't speak normally while in this form but gain a telepathic whisper to one creature you choose each round.

Changes:

Flight 30 ft, Resistance to force and necrotic, Melee attacks +1d10 force

Special Actions:

Telepathic whisper (30 ft) to one creature per round

Limitations:

Cannot speak aloud; ends on attack that uses more than a simple strike

Event Horizon (Transformation)
Concentration, up to 1 minute 5 Void Points Level 18

A powerful, sustained Event Horizon: for up to 1 minute (concentration), you create a 30-foot-radius boundary centered on you that slows enemies (their speed halved), suppresses healing, and causes creatures to take 4d10 force/necrotic damage when they enter for the first time (Con save halves). Allies inside are rejuvenated: at the start of their turn they recover 1d8 HP and have advantage on saving throws vs. fear while inside. Once you use this form you cannot do so again until after a long rest.

Changes:

30-foot-radius aura, Enemies speed halved, suppressed healing, Allies regain 1d8 HP per turn

Special Actions:

Creatures entering take 4d10 force/necrotic (Con save halves)

Limitations:

One use per long rest; concentration

Auras

Quietus Aura
10-foot radius 1 Void Point to toggle mode Level 6

A 10-foot-radius aura centered on you that lasts for 1 minute (concentration) when activated. Allies inside gain advantage on saves vs. fear and charm. Creatures inside (friend or foe) have magical healing reduced by half while inside. You may spend 1 Void Point to toggle the aura into an 'inverse' mode where enemies inside lose access to magical healing entirely while allies regain 1d6 HP at the start of their turns.

Effect:

Buffs allies against fear/charm; reduces healing of creatures inside; can be toggled (costs 1 Void Point) to inverse mode that denies enemies magical healing and slowly heals allies

Activation:

Action to activate (concentration)

This aura can be toggled on or off.

Gravity Field
5-foot radius (expandable to 15-foot) 2 Void Points to expand Level 14

A passive 5-foot aura that you can expand to 15 feet for 1 minute by spending 2 Void Points. Allies in the field gain advantage on saves vs. forced movement and climbing checks; enemies have their speed reduced by 5 feet and take small penalties to opportunity attacks.

Effect:

Protects allies from forced movement; hinders enemy movement

Companions

Echo of Nothing
Spectral Familiar (Combat Support)
Level 3

An ephemeral orb of between-energy that hovers near you. It acts on your turn, obedient to simple commands. It distracts foes and can emit a pulse.

Statistics:
HP 6 + your level (scales with Disciple level: +2 HP every 4 levels)
AC 13
STR 6
DEX 16
CON 10
INT 12
WIS 14
CHA 8
Speed:
Walk 30 ft.
Fly 30 ft.
Skills:

Perception + your proficiency, Stealth + your proficiency

Senses:

Darkvision 60 ft, Truesight 10 ft (at 11th level)

Features:

Distracting Pulse: As a bonus action, the Echo can emit a pulse; one creature within 10 feet of it takes -1d4 to attack rolls until the start of your next turn., Absorb: Once per short rest, Echo can take a spell that targets you (sacrificing itself), negating it and granting you one Void Point.

Commands:

Follow (hover near you), Protect (hover between you and nearest threat), Pulse (use Distracting Pulse)

Scaling:

Level 5: Echo's HP increases by +4 and its pulse penalty increases to -1d6 to attack rolls.

Level 11: Echo gains Truesight 10 ft and can act twice on your turn (two bonus actions).

Level 17: Echo's Absorb can negate spells up to 6th level and grants 2 Void Points.

Class Features

Void Attunement (Level 1)

You have opened a small seam into the between — the dark thread that runs between stars and ideas. You gain proficiency in Wisdom (Perception) or Intelligence (Investigation) (your choice). You gain a resource called Void Points. You begin with 1 Void Point and regain all Void Points on a long rest. Void Points power your class abilities.

Null Strike (Level 1)

You may expend a Void Point when you hit with a weapon attack to deal additional void damage and partially unmake the target's edge. The extra damage scales as you grow (see martial ability for full details).

Resource Cost: 1 Void Point per use

Prerequisite: Weapon attack

Between Sense (Level 2)

You sense small seams in reality. You can see through nonmagical darkness and magical darkness created by spells of 2nd level or lower. While you are conscious and not incapacitated, you have advantage on checks to find hidden doors, secret passages, or planar rifts, and you can detect the presence of extradimensional spaces within 30 feet.

Walk the Between (Level 3)

You learn to step briefly into the space between worlds to blink short distances and avoid harm. You gain abilities that let you teleport, ignore solid obstacles, and escape grapples. See Void Step and Between Walk (abilities) for specifics.

Null Shell (Level 6)

Once per short rest, as a reaction when you take damage, you can expend 2 Void Points to surround yourself with a shell of nothingness that reduces the triggering damage by half and grants resistance to one damage type (your choice) until the end of your next turn.

Resource Cost: 2 Void Points

Quietus Aura (Level 10)

You can project an aura of stillness. As an action you spend 1 Void Point to create a 10-foot-radius aura centered on you for 1 minute (concentration). Allies in the aura gain advantage on saving throws against fear and charm; creatures (friend or foe) in the aura have their hit point maximum reduced by 5 (noncumulative) while they remain in the aura. The feature is improved at higher levels (see Aura details).

Resource Cost: 1 Void Point

Event Horizon (Discipline) (Level 14)

You may create a temporary boundary of obliteration. As an action you can expend 3 Void Points to form an Event Horizon in a 15-foot radius centered on a point you can see within 60 feet. Creatures that start their turn inside or enter the area take force/necrotic damage and have healing suppressed while inside for 1 minute (Con save halves damage). Using this feature more than once before a long rest increases its cost by 1 Void Point. (A subclass offers alternate modes.)

Resource Cost: 3 Void Points (increases if used again before long rest)

Singularity Ascendancy (Level 18)

At 18th level you may assume a sustained form of the Between for up to 1 minute once per long rest: while in this form you gain resistance to all nonmagical damage, your attacks ignore half cover and three-quarters cover, and when you drop to 0 hit points you instead fall to 1 hit point and are pushed out of the Between. This interacts with the Event Horizon transformation.

Resource Cost: 5 Void Points

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