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
Proficiencies
Starting Equipment
Class Abilities
Martial Abilities
Null Strike
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.
Gravity Grasp
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.
Void Step
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.
Entropic Touch
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.
Silent Corridor
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.
Void Pull
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.
Abyssal Reach
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).
Collapse
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.
Memory Leak
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).
Nullify Reaction
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.
Between Walk
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.
Singularity
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.
Consumption
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.
Collapse Rend
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.
Transformations
Null Shell (Transformation)
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.
Resistance to nonmagical B/P/S, Advantage on Str and Dex saves
Can absorb a single spell by expending 2 Void Points (negates one incoming spell that targets only you)
Ends early if you attack or cast an offensive spell
Between-Form
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.
Flight 30 ft, Resistance to force and necrotic, Melee attacks +1d10 force
Telepathic whisper (30 ft) to one creature per round
Cannot speak aloud; ends on attack that uses more than a simple strike
Event Horizon (Transformation)
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.
30-foot-radius aura, Enemies speed halved, suppressed healing, Allies regain 1d8 HP per turn
Creatures entering take 4d10 force/necrotic (Con save halves)
One use per long rest; concentration
Auras
Quietus Aura
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.
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
Action to activate (concentration)
This aura can be toggled on or off.
Gravity Field
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.
Protects allies from forced movement; hinders enemy movement
Companions
Echo of Nothing
Level 3An 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.
Perception + your proficiency, Stealth + your proficiency
Darkvision 60 ft, Truesight 10 ft (at 11th level)
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.
Follow (hover near you), Protect (hover between you and nearest threat), Pulse (use Distracting Pulse)
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)
Null Strike (Level 1)
Resource Cost: 1 Void Point per use
Prerequisite: Weapon attack
Between Sense (Level 2)
Walk the Between (Level 3)
Null Shell (Level 6)
Resource Cost: 2 Void Points
Quietus Aura (Level 10)
Resource Cost: 1 Void Point
Event Horizon (Discipline) (Level 14)
Resource Cost: 3 Void Points (increases if used again before long rest)
Singularity Ascendancy (Level 18)
Resource Cost: 5 Void Points
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