Void Knight (Subclass)

“
 Did you just make the wall disappear?

”
—  Ta-Lo (In Disbelief)

## Void Knight Overview

The infamous Void Knights, are the Armed Wing of the Temple of Forbidden Knowledge. Officially their order wields eldritch power to protect the knowledge of the world from itself...but this is not their sole purview. These combatants worship the Goddess of the Void and use fragments of the Void itself to retrieve necromancy grimoires, legendary swords, Inkmancy scrolls and all kinds of dangerous relics.

## 3rd Level: Void Pool

You have learned to harness a small fragment of the void and keep it stable. Starting at 3rd level, you gain a Void Pool equal to (Half your Fighter Level + your Constitution modifier). Your Void Pool refreshes after a long rest.

You can expend a Point from your Void Pool, igniting your weapon with Void Fragments, as a Bonus Action to grant your currently equipped Weapon a +1 Flat Positive Modifier to its Attack and Damage for One Minute. This can only be applied to a single Weapon at a time.

## 3rd Level: Void Twists

You have learned how to channel the Void into your attacks. Starting at 3rd level, when you roll a Weapon Attack, you may choose to perform one of your Void Twists. The DC to resist any Void twist is equal to (8 + Half your Fighter Level + your Constitution modifier). Using a Void Twist uses a point from your Void Pool.

***Void Parry***
If your attack successfully hits, you can immediately use a fragment of the Void to protect yourself against retaliation. You gain (your Constitution modifier) as Bonus AC against the next Attack that will target you.

***Void Ray***
Your Weapon Attack becomes a 30ft Ranged Attack. Add (your Constitution modifier) to the Attack and Damage Rolls of this attack.

***Void Vacuum***
After hitting with your Weapon Attack, all enemies within a 15ft Radius are pulled to the struck target, provoking Attacks of Opportunity. This must be declared before the Attack Roll is made. Enemies may roll a Strength Saving Throw to avoid being pulled in.

***Void Tear***
You can instantly destroy an object by deleting it from this reality with your Weapon Attack. The effects may vary on magical objects.

***Void Suppression***
Starting at 10th level, you gain an additional Void Twist: **Void Suppression**. You can forgo your Weapon Damage and amputate a limb from a targeted creature for one round.

## 7th Level: Void Propulsion

You have learned how to use a fragment of the Void to propel you forward with negative force, allowing you to transport yourself over short distances quickly. At 7th level, as a Bonus Action on your turn, you may teleport up to 30ft to a location you can see that isn't occupied.

At 15th level, whenever you use this feature, the first Attack Roll against you after using this feature has Disadvantage.

## 10th Level: Void Absorption

Starting at 10th level, one time per short rest, you may use your Reaction to absorb an attack made at you into the void before it is rolled. This works for both Weapon Attacks and Spell Attacks. You can then use a Bonus Action to spit it back out within the next three rounds.

## 15th Level: Void Imbuement

Starting at 15th level, you have learned how to use the Void in all your strikes. All Weapon Attacks you make deal extra Force damage equal to (your Constitution modifier).

## 18th Level: Overwhelming Void

Starting at 18th level, your void twists no longer cost any Void Pool Points. Furthermore, you can stack the Bonus obtained by spending Void Pools to enhance your Weapons indefinitely.