Void Weaver

*These mages mess with the Void of space and the magic it comes with it is chaotic and untamed these mages attempt to control it but only can do so much.*

## ***2nd Level:***

### ***Reckless Casting***

*Starting at 2nd level you can attempt pull a thread of magic from the void, rendering an unpredictable magical effect. When you use this ability, you use your action and choose one of the following options:*

* *Roll 1d10 on the cantrip section of the Reckless Casting table. On a roll of 10 you may choose any of the cantrips found on the table.*
* *Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the expended slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. If one of the results on the table was a 10, you cause a wild magic surge. If both of the results on the table were 10s, you choose which spell on the table you wish to cast, and similarly cause a wild magic surge.*

*All spells cast with this feature use intelligence as their spellcasting ability modifier. [Table is Currently on Foundry but will be added Soon]*

### ***Void Savant***

*Also at 2nd level the gold and time you must spend to copy an void spell into your spellbook is halved. Further, your knowledge of the void's denizens gives you advantage on Intelligence checks made to learn or recall the name or identity of a powerful entity and on Wisdom (Insight) checks made to determine the features of a creature who's true name you know.*

## ***6th Level:***

### ***Void Burst***

*Starting at 6th level, when your spells strike true a blast of void magic will erupt from the target. When you hit a target with a spell attack and roll a natural 20 or when you force a single target to roll a saving throw vs a damaging spell and they roll a natural 1 you can choose another target you can see within 60ft of the first. The chosen secondary target must roll a Constitution saving throw vs your spell save DC or suffer void damage equal to the damage of the spell (before being altered by the crit) or half as much on a successful save. If the secondary target critically fails their saving throw, the spell can cause yet another void burst, chaining indefinitely to new targets until no new targets are available (you cannot choose the original spell target, nor any target already hit by a Void Burst).*

## ***10th Level:***

### ***Void Control***

*Starting at 10th level you are able to command the void to the extent that it no longer recognizes you as foreign. You are resistant to void damage. Further, you can pass your spells through the void to alter their forms to your needs, though catching them again results in illness. When you cast a spell (or activate Reckless Casting) you can choose to modify the spell with metamagics; specifically you may make use of the Empowered Spell, Heightened Spell, Quickened Spell, Subtle Spell, and Seeking Spell sorcerer metamagics. When you use this feature the damage type of any damage dealt by the spell is changed to void and you must make a Constitution saving throw (DC 5) or gain Magic Sickness equal to the sorcery points that would have been necessary to use the feature chosen. The DC for this saving throw increases by 5 each time it is made (10, 15, 20, etc.), the DC resetting when you complete a long rest.*

## ***14th Level:***

### ***Woven From The Void***

At 14th level, the Void Weaver attains the horrid magic which grants them their name. Taking magic from the dead of the astral sea you craft a spell entirely from the void with none of your own magics involved whatsoever. You can cast any spell you know of 5th level or lower (or activate Reckless Casting) without expending a spell slot. This can only be performed if you are entirely devoid of spells of that level and higher, and results in you suffering a level of magic sickness from interacting so directly with the void. Each time you use this feature again after the first you suffer an additional level of magic sickness (suffering 2 from the second, 3 from the third, etc.). The amount of magic sickness gained from using this feature is only reset when you reach magic sickness 0. Finally, when you take a long rest, remove one level of magic sickness.