Voidstrider A hooded figure runs across a rooftop, the shouts of pursuing guards breaking the quiet evening. A hail of crossbow bolts whistle through the air after him, but with a smile and a subtle bend of space they are sent astray as he continues his sprint, straight down the vertical wall of a building.

The trio of bloodthirsty orcs surround a still elf in a forest glade, her eyes closed in readiness. They swing their weapons but at the moment of impact suddenly find them hitting nothing but air. Before they can recover, her shimmering blade swings with supernatural speed, seperating their heads from their shoulders.

As a skirmish rages, a halfling dashes through the combat towards a bandit chief. Grizzled bodyguards stand between them, but the halfling reaches out a hand and slips through a hole in reality itself, rematerialising and plunging a dagger into the chief's neck. Behind him, his warping passage crushes the bodyguards into a misshapen mass as the space settles back to normality.

These are all voidstriders, individuals who share an affinity for reshaping reality with their esoteric connection to the weave of magic. While others channel the power of the arcane into full spellcasting, voidstriders take that energy and apply it to both their physical selves and their immediate surroundings. The result is a keen minded and thoroughly lethal warrior, capable of creating bends and ripples in space and time to confound and destroy their foes. Cracks in the Firmament The raw stuff of magic suffuses nearly all of creation, threaded throughout every plant, rock and creature. Those wishing to cast spells can draw upon this untamed power and through the careful use of knowledge, incantations and precise gestures they can shape it into specific spells. To such normal users of magic, a voidstrider is dangerous at best and an abomination at worst. This is because each and every voidstrider represents a living, breathing rupture in the weave of magic.

Through them, its unmasked energy spills out into reality, distorting previously established fundamentals - space itself becomes malleable, whilst time might skip unexpectedly or repeat one or two seconds in a minute. Such is the unpredictable nature of this power that attempting to harness it for traditional spellcasting would be both futile and impossibly dangerous to the wielder. Only through rigorous control of body and mind can an individual begin to shape these distortions to follow their own will and direction. The Path of Balance Voidstriders are, at their core, unstable beings. They may have been involved in some terrible ritual or experiment at some point in their life that exposed them to raw magic, or perhaps they were born during some calamitous event that left them slightly disjointed from the rest of the cosmos. Whatever their origins, each voidstrider has to learn how to control their abilities or be overwhelmed by them.

Often shunned by society at large, voidstrider makes a natural fit for a travelling adventurer, with their unusual powers providing a unique and significant advantage in many situations, as well as their closeness of mind and body lending itself to an almost supernatural level of martial prowess. The adventuring life also matches well to the goals of a voidstrider, providing an outlet for their ceaseless energy and a chance to further hone and refine their self-control. Creating a Voidstrider When creating a voidstrider, the most important thing to consider is what event linked you with the weave as well as how and why you learned to master the unnatural abilities that it bestowed upon you. Were you captured and experimented on to become the prototype for a living source of raw magic, imprisoned for years in the lair of some insane mage before your escape? Maybe you were the target of a faulty resurrection spell and your soul is now intrinsically linked not just with your body but the stuff of reality itself? Perhaps you were abandoned as a child because you were unable to control your unnatural power and then taken under the wing of a thief that saw the potential of your strange abilities in their line of work. It could be that you were inducted and trained by a secretive order of mage hunters before being sent out into the world to further their goals with your unique skill set. Quick Build You can make a voidstrider quickly by following these suggestions. First, make Dexterity your highest ability score followed by Intelligence. Second, choose the hermit background.

The Voidstrider Level Proficiency

Bonus Warpstep

Distance Features 1st +2 10ft. Temporal Flicker, Warpstep 2nd +2 10ft. Unbound Stride, Warpstrike 3rd +2 10ft. Voidstrider Discipline 4th +2 10ft. Ability Score Improvement 5th +3 10ft. Extra Attack 6th +3 15ft. Supernal Speed 7th +3 15ft. Voidstrider Discipline Feature 8th +3 15ft. Ability Score Improvement 9th +4 15ft. Reconstitution 10th +4 20ft. Ability Score Improvement 11th +4 20ft. Improved Warpstrike, Improved Warpstep 12th +4 20ft. Ability Score Improvement 13th +5 20ft. Temporal Field 14th +5 25ft. Absolute Self 15th +5 25ft. Voidstrider Discipline Feature 16th +5 25ft. Ability Score Improvement 17th +6 25ft. Fatebreaker 18th +6 30ft. Voidstrider Discipline Feature 19th +6 30ft. Ability Score Improvement 20th +6 30ft. Sliver of Infinity Class Features As a voidstrider, you gain the following class features. Hit Points Hit Dice: 1d10 per voidstrider level

1d10 per voidstrider level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per voidstrider level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, History, Sleight of Hand or Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) any other martial or simple weapon

(a) leather armor or (b) scale mail

(a) a burglar's pack (b) an explorer's pack or (c) a scholar's pack Alternatively, you may start with 5d4 x 10 gp to buy your own equipment. Multiclassing The prerequisites for multiclassing into a voidstrider are a Strength or Dexterity score of 13 and an Intelligence score of 13. When you multiclass into a voidstrider, you gain proficiency in light armor, medium armor, simple weapons and martial weapons. The Living Void Each and every voidstrider embodies a rupture in the weave, allowing them to distort space, time and even magic by their very presence. Some of your features require a creature to make a saving throw to resist the harmful or debilitating effects of twisting or altering these universal constants. The saving throw DC is calculated as follows:



Void save DC = 8 + your proficiency bonus + your Intelligence modifier.

Temporal Flicker Beginning at 1st level, you can reflexively cause a brief skip in time, earning you an extra fraction of a second to potentially evade an attacker's blow. When a creature that you can see hits you with an attack, you can use your reaction to increase your AC for that attack by 1d6 + your Intelligence modifier, potentially causing the attack to miss you.

You can use this feature a number of times equal to your Intelligence modifer (minimum of once) and regain all uses after a long rest. Warpstep Also at 1st level, you gain the ability to slip through extradimensional spaces in reality that only you can detect, seemingly disappearing and reappearing in seperate places to any outside observers. As long as you are not wearing heavy armor and have at least one hand free you can choose to Warpstep at any point during your movement, teleporting up to 10ft to a location you can see once per turn. This distance increases when you reach certain voidstrider levels, as shown in the Voidstrider table.

At 11th level, you no longer need to be able to see the location you are teleporting to, but if the space is occupied by a solid creature or object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Unbound Stride Beginning at 2nd level, you can seamlessly shift your momentum to allow you to traverse walls and ceilings with ease. You can move up, down and across vertical surfaces and upside down along ceilings up to your maximum speed, while leaving your hands free. If you end your turn on a wall or ceiling, you must maintain concentration (as if you were concentrating on a spell) or begin to fall. Warpstrike At 2nd level, you learn how to twist the residual spatial distortions after you teleport into a weave-rippling assault. Immediately after using your Warpstep, you can use a bonus action to make a special Warpstrike melee attack with your free hand against a target (If you instead choose to move after using your Warpstep, you cannot then make this attack). You are proficient with this attack and it uses your Intelligence modifier for the attack roll. On a successful hit, the target suffers 1d4 force damage for every 5 feet you teleported using your Warpstep. Voidstrider Disciplines While all voidstriders are able to manipulate space and time to a certain degree, there are some that choose to specialise more towards one or the other to gain powerful and unique abilities. There are also a few rare voidstriders that instead broaden their powers of disruption and distortion to affect not just space and time, but magic as well. At 3rd level, you choose a Discipline that reflects this new focus: The Discipline of Momentum, Discipline of Instance or Discipline of Nullification, all detailed at the end of the class description. Your choice of Discipline grants you features at 3rd level and then again at 7th, 15th and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 of the PHB for a list of feats). Extra Attack Beginning at 5th level, you can attack twice, instead of once, when you take the attack action on your turn. Supernal Speed Starting at 6th level, your awareness becomes intrinsically linked with the surrounding area through your connection to the weave, allowing you to react to threats with startling swiftness. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1). Reconstitution Starting at 9th level, you can completely reset the physical state of your body to a previous point in time, though at a considerable cost. As an action, you can end the effects of any spell, condition or other magical effect currently affecting you, but you suffer a level of exhaustion and you can't use this feature again until you finish a long rest. Improved Warpstrike Beginning at 11th level, you become able to sunder space itself, destroying not just the physical matter of your foes but attacking their very connection to the weave. Whenever you hit a creature with the attack granted by your Warpstrike, the creature takes extra force damage equal to your Intelligence modifier (minimum of 1). Additionally, once per turn you can force a creature hit by your Warpstrike to make a Strength or Dexterity saving throw against your Void save DC. If the creature fails, you can impose one of the following effects on the target: The target is knocked prone, as long as it is Huge or smaller.

The target cannot take reactions and its speed is reduced to 0 until the end of your next turn.

The target is teleported a number of feet up to your Warpstep distance to an unoccupied location on the ground within range.

Temporal Field Starting at 13th level, you are able to stretch your temporal influence to protect not only you, but your allies as well. You can now choose to spend your reaction to activate your Temporal Flicker to protect any creature within 30ft of you when they are hit by an attack. Absolute Self Starting at 14th level, your willpower solidifies your sense of self and place onto the weave, rendering you extremely resistant to being displaced or reshaped against your will. You have advantage on any saving throw or ability check that would subject you to forced movement, alter your physical form or teleport you to another location or plane of existence.

You also no longer need to maintain concentration to remain standing on a wall or ceiling when using your Unbound Stride. Fatebreaker Beginning at 17th level, you can channel your power into a strike and overload a nearby foe, severing them from the weave for a short time with devastating consequences. When you take the Attack action on your turn, you can choose to substitute one of your regular attacks for a special Fatebreaker attack. If this attack hits, the target takes no damage but becomes severed from the weave for 1 minute. While in this state, the target has disadvantage on saving throws, cannot regain hit points and cannot cast spells. Additionally if the target creature is reduced to 0 hit points while under this effect, it is disintegrated, along with everything it is wearing or carrying, except magic items, and is turned to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Once you successfully use this feature, you must finish a long rest before you can use it again. Sliver of Infinity At 20th level, you become one with the weave itself, honing your mental acuity beyond mortal limits and broadening your awareness to reach an absolute clarity of your local space. Your Intelligence score increases by 4, to a maximum of 24. Additionally, you gain truesight out to a range of 30ft and you can detect magical effects within this range, visible as a faint aura around a creature or object that bears magic. You can also tell what school of magic the effect is from, if any. Voidstrider Disciplines An innate and raw connection to the ruptured weave is the source of every voidstrider's powers and all are able and skilled at the manipulation of reality's constants to boost their martial prowess, though this can manifest differently between individuals. When a voidstrider chooses a discipline, it represents an intense focus on one aspect of reality that the weave is responsible for and, through training, coming to a mastery of that aspect. The Discipline of Momentum focuses on the mastery of space, traversing it and being fully aware of oneself and others within it, while the Discipline of Instance focuses on the mastery of time, freezing it temporarily and changing ones relative speed to the general flow of seconds and minutes. Finally, the Discipline of Nullification focuses on mastery of a voidstrider's connection to the empty space beyond the weave, using this link to absorb and nullify magic, as well as twisting it to empower their own abilities. Discipline of Momentum The Discipline of Momentum makes considerable use of a voidstrider's ability to bend and twist space around them. A typical disciple will always be trying to go faster, reach further and cover more space with their abilities.

It is not unusual for followers of this discipline to be thieves, as their extradimensional reach, blinding speed and disruptive passage renders them almost uncatchable. Slipstream At 3rd level, you streamline your travel through space by slightly contracting and expanding the relative distance you need to cover. You can take the Dash action as a bonus action. While you are Dashing, your movement is unaffected by difficult terrain and opportunity attacks made against you have disadvantage. Pickportal Additionally at 3rd level, you learn how to fold space over a short distance, allowing you to project a small portal through which you can extend a subtle hand. As an action, you can create a two linked portals, the first over one of your hands and the second out to a range equal to double your Warpstep distance that you can see. As part of the same action used to create these portals, you can take the Use an Object action as long as the object is size Small or smaller, or attempt a Dexterity (Sleight of Hand) check through these portals. The portals close immediately after completing this action. Unstable Warp Starting at 7th level, you can purposefully increase the disruption you cause when you teleport. On a turn that you teleport using your Warpstep, you can choose to trigger an Unstable Warp. As an action, you can force every creature of your choice within a 20 foot radius of the location you Warpstep from to make a Strength saving throw against your Void save DC. On a failed save, each affected creature is moved as close to the initial location as possible and takes 4d6 + an extra d6 force damage for every other creature that failed the saving throw. On a success, a creature takes 2d6 force damage and is not moved. You can use this feature three times and you regain all expended uses of it when you finish a long rest.

Portal Master Starting at 15th level, you become able to fold space on a greater scale, creating portals to rescue allies, outflank enemies and occasionally as an extremely unorthodox weapon. As an action you can create two 10 foot diameter portals on horizontal or vertical surfaces, one within 5 feet and the other up to double your Warpstep distance away. The two portals do not obscure vision between them, count as adjacent for the purposes of attacking and movement, and remain open for 1 minute or until your concentration is broken (as if you were concentrating on a spell).

As a bonus action, you can shift one of the portals to a new location of your choice, as long as it is still onto a vertical or horizontal surface, and is within double your Warpstep distance to the other portal.

As a reaction to a creature or object passing through one of the portals, you can choose to drop concentration, instantly ending the connection between the portals. A creature attempting to pass through must make a Dexterity saving throw against your Void save DC or take 10d6 force damage and be returned to the location of the first portal. On a successful save they take half damage and are instead placed at the location of the second portal. An object automatically fails the save. Once this is resolved both portals immediately close and this feature ends.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all uses after a long rest. Reality Rupture Starting at 18th level, you can temporarily flare up your spatial distortions, constantly shrinking and growing the distances between points and intensifying the effects of gravity. As an action you can trigger a Reality Rupture, creating a 30 foot radius sphere of disruption centered on you and which lasts for 1 minute. The sphere does not move with you. The area has the following effects: You and friendly creatures of your choice within the area gain a flying speed equal to their walking speed and are unaffected by difficult terrain. They also cannot have their speed reduced or be restrained by spells or magical effects.

The affected area counts as difficult terrain.

The attacks of all neutral and hostile creatures within the area as well as all ranged attacks made into or through the area are made at disadvantage.

Once you have used this feature, you must finish a long rest before you can use it again. Discipline of Instance The Discipline of Instance focuses on the innate connection to time available to all voidstriders and enhances its effects drastically. Followers of this discipline can speed up their bodies or slow down their foes, becoming shimmering mirages outside of time while their foes end up hitting nothing but air. Chrono Counter At 3rd level, when you skip time to protect yourself, you also gain a brief moment of foresight, allowing for a brutal counterattack. Whenever a creature misses you with a melee attack as a result of your Temporal Flicker, you can immediately make a melee weapon attack against that creature as part of the same reaction. This feature also applies to any creature you later protect with your Temporal Field reaction, though the protected creature must spend their own reaction to make the melee weapon attack. Outside the Hourglass Additionally at 3rd level, you partially remove yourself from the effects of the regular flow of time, slowing it's ravaging influence on your body. You cannot be aged magically and for every 10 years that pass, your body only ages 1 year. Transient Burst Starting at 7th level, you can speed up your perception of time and the rate that you can move through it relative to others, becoming a shimmering mirage almost faster than the eye can see. As a bonus action, you can enter a Transient Burst which lasts for 1 minute, ending early if you are incapacitated. For the duration, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

You have advantage on Dexterity saving throws.

Your walking speed and Warpstep distance both increase by 10 feet. You can use this feature three times and regain all expended uses of it when you finish a long rest. Future Thief Starting at 15th level, you become able to steal years of time from your opponents, restoring your vitality and bringing them closer to their fates. As an action, you can touch a creature within 5 feet of you. The target creature must make a Constitution save against your Void save DC. On a failure, the creature takes 8d6 necrotic damage, is aged an equal number of years and you regain hit points equal to half the damage dealt. On a success, the creature takes half damage and is not aged.

You can use this feature a number of times equal to your Intelligence modifer (minimum of once) and regain all uses after a long rest.

Timesplitter Starting at 18th level, you can briefly throw off the shackles of time completely, leaving the rest of the world frozen to your perception. You can spend a reaction, either during your turn or immediately at the end of another creature's turn, to stop time. You can then take another full turn of movement, actions and bonus actions. During this turn, all creatures are considered paralyzed, automatically fail their saving throws and skill checks, and cannot make opportunity attacks against you. After this turn, time resumes and all affected creatures are unaware of the fact that time was stopped. Creatures attacked will not know the attacker was you, you appear to instantly teleport between locations if you end your movement at a different location than when you started and any other interaction with the environment or objects within it will go unnoticed unless the results of such interaction are obvious.

Once you have used this feature, you must finish a long rest before you can use it again. Discipline of Nullification Disciples of Nullification tap most closely into that which gives them their power - the hole in the weave that they embody. Drawing on that emptiness renders them almost immune to the spells of mages and even the magical attacks of the many creatures of the multiverse, as the arcane power is swallowed and dissapated into the depthless void that lies beyond the weave. Arcane Negation At 3rd level, you can open the hole to the void within yourself towards incoming magic, dispersing it into the open weave. When you are targeted by a spell or magical effect that requires a saving throw, you can spend a reaction and one use of your Temporal Flicker, adding the number rolled to the saving throw. Additionally, if the spell or magical effect deals half damage on a successful save and you pass the saving throw after using this feature, you instead take no damage. When you reach 13th level, you can spend a reaction to use this feature and add the number rolled to another creature's saving throw against a spell or magical effect, provided they are within your Temporal Field. Void of Presence Additionally at 3rd level, you learn how to remove your presence from part of the greater weave, rendering you almost undetectable by magical means. You are hidden from divination magic, you can't be targeted by such magic or perceived through magical scrying sensors. Beyond the Weave Starting at 7th level, you become able to spill forth a zone of nothingness from beyond the weave, terrifying and confounding foes caught within. As an action, you can plunge an area with a 15 foot radius and centered on yourself into a sphere of nothingness for 1 minute, ending early if you are incapacitated. If you move, the sphere moves with you. Everything within the sphere is heavily obscured from the outside and any creature caught inside except you treats the area as difficult terrain and is subject to the blinded condition. Every creature except you that starts its turn in this area must make a Wisdom saving throw against your Void save DC. On a failed save, a creature is frightened and has it's speed reduced to 0 for the duration. If they leave the sphere's area they can repeat the saving throw at the end of each of their turns, ending the effect on a success.

You can use this feature three times and regain all expended uses after a long rest. Spell Eater Starting at 15th level, you learn how to draw power from the magic that you nullify, twisting it to suit your own needs. As a bonus action, you can choose one creature, object or magical effect within 30 feet. For each spell on the target, make an Intelligence check. the DC equals 10 + the spells level. On a successful check, the spell ends.

When you end a spell using this feature, you roll a number of d6's equal to the level of the spell you ended and gain temporary hit points equal to the number rolled. Also, the next successful time you hit with an attack, you add the number rolled as additional force damage.

You can use this feature a number of times equal to your Intelligence modifer (minimum of once) and regain all uses after a long rest. Antimagic Anathema Starting at 18th level, you temporarily expand the hole in the weave within you to cover your entire body, becoming a living avatar of the absorbing void. As an action, you can activate your Antimagic Anathema for 1 minute, ending early if you are incapacitated. For the duration, you gain the following benefits: You cannot be affected by the effects of any spell or magical effect for the duration.

Any hostile creature trying to cast a spell or use a magical effect that targets a creature or a point within 30 feet of you must make an Intelligence saving throw against your Void save DC. On a failure, they must change the target of that spell or magical effect to you. If you are not a valid target the spell slot or ability is still consumed or used. On a success they can cast the spell or use the magical effect as normal.

Immediately after you are targeted or would have been in the target area of a spell or magical effect you can choose to spend a reaction to teleport up to your Warpstep distance towards the creature that targeted you and make a Warpstrike attack against them. Once you have used this feature, you must finish a long rest before you can use it again.