Cleric Subclass
The Void has seen it fit to gift you with powerful magic. Use it's power to conjure powerful weapons and Allies. The Void has a mission and your help is needed, willingly or not
Feats
The Void is an entity that does much more than merely use magic, however those that use its gifts have found that its is just as adept at using magic. You have access to the Magic Domain and use your slots as wizards would
Weapons of the Void
Pull weapons from other realms and use them as effectively as they are supposed to be. At level 3, once a combat you can roll a percentile roll (1d100 and 1d10) as well as a 1d4 to decide a random weapon to be given. Any weapon gained this way last for 24 hours, or until this skill is used again. This weapon takes on a black spectral appearance and is only 1/4 as effective as the original (1/2 at lvl 8, 3/4 at lvl 12, and fully functional at level 16) You are proficient in this weapon regardless of feats. At level 6 you will know the name of these weapons, and at level 12 they retain they're original appearance
Overflowing Nothingness
Use the power of the Void to charge you spellcasting. At level 6 you can freely boost the casting level of a spell by 2, you can use this ability as many times as your wisdom bonus
In Service of Nothing
Bring forth those with power to aid you in moments of peril. At level 10 you make your 'weapons of the void' roll and summon a shade that wields the rolled weapon who will act as a psuedo familiar for up 2 minutes. This can be used once a day
Heros of the Void
Exercise the full authority of the Void to gain a powerful ally, or a terrifying monster. At level 12 you can make a 'weapons of the void' roll to summoning a convincing shade of the owner of the weapon and work out a deal with them. This can be done twice a month. If a contract is formed they act as your familiar until you either dismiss them, fall in combat, Or any clauses of the contract are breached
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