The Voidreaver Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Void Entagnlement, Font of Power, Spellcasting 3 2 — — — — — — — — 2nd +2 Plasma Burst 3 3 — — — — — — — — 3rd +2 Into The Void 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 — 4 4 3 2 — — — — — — 6th +3 Font of Power feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Into the Void 5 4 3 3 3 2 — — — 11th +4 — 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement, 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 — — 14th +5 Font of Power feature 5 4 3 3 3 2 1 1 — — 15th +5 ─ 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Into the Void 5 4 3 3 3 2 1 1 1 1 18th +6 Font of Power feature 5 4 3 3 3 2 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1 1 1 20th +6 Void Storm 5 4 3 3 3 2 1 1 1 1 Class Features As a voidreaver, you gain the following class features Hit Points Hit Dice: 1d6 per voidreaver level

1d6 per voidreaver level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per voidreaver level after 1st Proficiencies Armor: Shields, Light armor

Shields, Light armor Weapons: Simple weapons, Martial ranged weapons

Simple weapons, Martial ranged weapons Tools: one musical instrument, Tinker's tools Saving Throws: Intelligence, Dexterity

Intelligence, Dexterity Skills: Choose two from Perception, History, Acrobatics, Deception, Arcana, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon and a shield or (b) a Dagger and a Quarterstaff

(a) a Compnent pouch or (b) and arcane focus

(a) a Scholar's Pack or (b) an Explorer's Pack

Padded armor Spellcasting Something has happened to you that has left you between the void and the real world. You have gained the ability to percieve the way Arcane Magic is wrought in the world, and control it. This newfound ability fuels your spells. Cantrips At 1st level, you know three cantrips of your choice from the voidreaver spell list. You learn an additional voidreaver cantrip of your choice at 4th level and another at 10th level. Preparing and casting Spells The Voidreaver table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of voidreaver Spells that are available for you to cast, choosing from the voidreaver spell list. When you do so, choose a number of voidreaver Spells equal to your Intelligence modifier + your voidreaver level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level voidreaver, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic missile, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of voidreaver Spells requires time spent in between the planes, studying the weave of magic: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your voidreaver Spells, since your magic draws upon your ability to understand the weave. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a voidreaver spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a voidreaver spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your voidreaver spells. Void Entanglement At 1st level, your soul and body are entangled between the real world and the void. You can spend a bonus action on your turn to transport yourself to the void for up to one minute. Your body and anything your are wearing or holding becomes transparent and ethereal. Attacks made against you have disadvantage, and you have resistance to all damage that is not psychic or force damage. You cannot make attacks or interact with objects that are not in the void, and you deal half damage to any creatures that are outside of the void with spells. You cannot take anything you cannot lift into the void. You may also pass through other creatures as if they do not exist, but you cannot leave Void Entanglement if you are in the same space as a creature. If your Void Entanglement ends while you are within a creature, you are moved into the nearest unoccupied space and are reduced to 0 hitpoints immediately. Causing another creature to leave the void while within a creature only moves them to the nearest unoccupied space. Leaving Void Entanglement early is an action. In this state, you cannot flank an enemy, nor do you have disadvantage on ranged attacks while within 5 feet of an enemy creature. Font of Power at 1st level, you choose how you wish to use your ability to travel between planes of existance. Your choice grants you features at 1st level and again at 6th, 14th, and 18th level. Plasma Burst At 2nd level you gain the ability to swiftly strike at enemies from the void. When you leave Void Entanglement, you can make an attack against a creature within 30 feet. For this attack, you count as out of void entanglement. For this attack, ignore any armor that is not natural for the purpose of calculating Armor Class, and add your Intelligence modifier to the damage instead of Strength. This attack deals Force damage. Into The Void At 3rd level, you gain the ability to pull creatures into the void as well. During your turn, you can pull one creature into the void as a grapple attack. You may use Intelligence (Arcana) instead of Strength (Athletics) for this check. A willing creature does not require a grapple check. A creature remains in the void for a maximum of minutes equal to half your voidreaver level, rounded down. You may bring 2 creatures into the void at any time. If you have brought 2 creatures, you cannot bring any more into the void until one of them has left. A creature can make an Arcana check with a DC equal to your spell save DC as an action to leave the void, unless you allow them. You can bring in one additional creature at 10th level and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 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. Void Storm At 20th level, you can create localized disturbances in reality. As an action, you can create a field of void energy in reality that is no larger than 60 feet in any dimension. This field lasts as long as you require, but requires concentration to maintain. Any creature or object wholly within the field is considered within the void. Fonts of Power The powers of each voidreaver's magic vary greatly. There are a great many uses to the planar magic inherent to a voidreaver, they mostly fall under one of two general categories: Reality Jumpers and Reality Shapers. Reality Jumper Your abilities are used for direct combat. Striking first and striking hard from the void, you use void-enhanced weaponry to rip through the enemy, shearing armor and flesh with equal ease.

Void Break At 1st level, your ability to travel between the void and reality is honed to a craft, allowing you to dictate the flow of combat. When you enter or leave the void, you can instantaneously teleport up to 10 feet away. This increases by 5 feet when you reach 6th level, and again at 14th and 18th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before you must finish a long rest. Aftershock At 6th level, even your entries and exits into the void are destructive. Whenever you enter or exit the void, you can have the sudden exit blast up to two creatures within 10 feet of where you end up. Each creature must make a Dexterity saving throw with your Spell Save DC or take 1d10 lightning damage. Warp-Strike Starting at 14th level, you can strike swifter than before. When you make an attack action during your turn, you can expend a spell slot to increase the number of attacks you make with that action by 1. You cannot add more than 2 attacks to your action per turn. Add thunder damage equal to the level of the spell slot to the attack that is made. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before you must finish a long rest. Battle Mage Starting at 18th level, you use the weave of magic to enhance your attacks. When you make the attack action during your turn, you can cast cantrips as attacks. These cantrips are cast as if you are a 5th level character. Reality Shaper Your abilities are used within the void, to change the tide of battle using its untapped power. The void is your element, and you are its master. Planar Arena At 1st level, you are able to better use the void's small nuances to your advantage. You gain the ability to temporarily isolate an enemy using the void. When you make a successful attack against a creature, they are pulled into the void for 1 round. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before you must finish a long rest. Void Shock Starting at 6th level, you use the void to disorient those within it. As an action, one creature within 30 feet that is in the void must make a Constitution saving throw with your Spell Save DC or take 1d4 thunder damage and become stunned until the start of your next turn. This can be applied to any creature you successfully pull into the void when they pulled in. Extraplanar Blast At 14th level, the weave of the void can be interwoven with the weave of magic. As an action, you can expend a spell slot to send out a bolt of lightning at a target in either reality or the void. A creature within 30 feet of you must make a Dexterity saving throw or take 1d10 lightning damage multiplied by the level of the spell slot expended. If the target is hit, the lightning bounces to the nearest enemy within 30 feet, disregarding what plane of existance they are on. If there are two or more creatures at equal distance from the target, you can choose which one is targeted. Every creature hit after the first takes half damage. Void Warden At 18th level, the void becomes a haven or a prison, and you are in control. At the start of your turn, you can decide if up to 3 creatures in the void are protected or exposed by it. Until the end of your next turn, those creatures are either immune to all non-psychic damage originating from outside the void, or are vulnerable to all non-psuchic damage originating from outside the void. You choose which state each creature is in. Reality Breaker Your abilities are meant to change the landscape, altering the very fabric of reality itself to suit your needs. You leave nothing but devastation in your wake. All for your goals. Devour Space At 1st level, distance is no longer an impediment. While in the void, all of your speeds increase by 10 feet. Additionally, you may increase the range of an attack or spell cast by an ally within 30 feet by 30 feet as a reaction. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1) before you must finish a long rest. Wormhole At 6th level, you can unite regions of space through tears in reality. Create two 10 foot cubes of linked space within 60 feet and 30 feet of each other. A creature or object that enters one of these regions of space causes them to be transported into the void. They are then immediately teleported to the other region. half the distance between the two regions is subtracted from their movement for the turn. If a creature does not have enough movement to move all the way, they will take 1d4 thunder damage and the teleportation will still be completed. These regions shimmer slightly and last 1 minute, requiring concentration to maintain. You can use this feature once before you must finish a short rest. Reality Well At 14th level, you can locally disturb the laws of physics and even fate itself to an extent. As an action, you can disrupt reality in a 30 foot cube originating from you. Expend a spell slot to change something fundamental in an area for a number of rounds equal to the level of the spell slot expended. In this area, all d20 rolls are instead equal to 21 minus the number rolled on the dice, before modifiers. You can use this feature twice before you must finish a long rest.