Voidsworn

There is an entity residing upon the Astral Plane who is representational of all of its aspects; both an avatar of the Plane’s essential nature, and an individual in its own right. Timeless and formless as thought itself, it observes all that transpires in the realms that touch upon its own. It is known as the Stranger.

Immortality may seem desirable to mortal beings. Endlessness would indicate freedom to them – freedom from death, that tireless hunter which consumes all. But these creatures would never pursue the strain of eternity that the Stranger possesses. For, though it sees all and cannot fear death, this godlike being is trapped within its own sphere of influence. Infinite… and alone.

The Stranger’s only escape is through the eyes of those limited, mortal beings. It cannot leave itself, no, but it may gather things a little farther into the Astral, and living creatures are not exempt from this. Its an unusual occurrence, but every so often, a humanoid will catch the Stranger’s gaze.

No one is certain as to the method by which an indescribably vast, entirely alien being chooses those that should be linked to its power. There are many mortals who worship the Stranger in the hopes of obtaining its Seal. But one need not to have believed in order to be chosen. All that is known is that a few rare individuals are voidsworn - Sealed of the Stranger - and thus carry with them a portion of that being's essence.

It is worth noting that, within the countless worlds that touch upon the Astral Plane, there are many realities that know of the Stranger and many that do not. In the ones that do, opinions of it can vary considerably. In some worlds, those gifted with its Seal and power thereby are like unto royalty; while in others, any trace of the Stranger’s influence is treated with superstitious suspicion, sought and destroyed summarily. There are even some universes where the Stranger is the only divinity that has ever existed, and a greater number still that have never been touched by its far-reaching power whatsoever.

Of Uncommon Origin

What happens when the vulnerable are given the capacity to effect great change? Whether once powerful, or helpless, or both, the voidsworn are often influential within the cultures that they inhabit. Some choose to utilize their abilities to enact revenge on those that once held sway over them. Others may live on the outskirts of society, quietly growing in skill. It isn’t unusual for one of the voidsworn to become a vigilante, employing the gift to take down elusive criminals.

Regardless of how they use their unique talents, there is one commonality that binds many voidsworn – secrecy. Those chosen by the Stranger aren’t typically eager to display their power in public, and it is even more atypical for one to divulge the power’s source. For though little is known of the Stranger, none enjoy the idea of a being that knows every thought, every dream ... every intention.



Creating a Voidsworn

As you create your voidsworn, consider the life you lead before being Sealed. You may have been a bodyguard, a wizard’s apprentice, a beggar, a hitman, or even an exile. Voidsworn come from all walks of life. You might also think about what past events you might try to reconcile using your new gifts, and by what other means you choose to do so. Or, you could decide that none of these things matter any longer, and begin a new life – one that you choose, not chosen for you by the workings of fate.

You should also consult with your GM to understand what effect being voidsworn might have upon you, as dictated by society. You may now be outcast because of your power, inducing fear and loathing. On the other hand, you might be elevated to new heights solely because of it. If your setting is teeming with magic, you may still be one of the above... or, you could be treated no differently than a monk or warlock might be.

Quick Build

You can create a voidsworn quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, pick the Wetworker as your voidsworn principle. Lastly, choose the Urchin background.

Class Features

As voidsworn, you have the following class features.

Hit Points
Hit Dice: 1d8 per voidsworn level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per voidsworn level after 1st

Proficiencies
Armor: Light
Weapons: Simple weapons, hand crossbows, and rapiers Tools: Choose either one type of artisan's tools, one type of gaming set, or thieves’ tools
Saving Throws: Intelligence, Constitution
Skills: Any two


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A club, (b) two daggers or (c) a spear
  • (a) A burglar's pack, (b) an explorer’s pack, or (c) a scholar's pack
  • Leather armor, a light crossbow and 20 crossbow bolts

The Voidsworn
Level Proficiency Bonus Features Verity Points Formulae Known
1st +2 Principle, Verity 1 -
2nd +2 Formulae, Rapid Sprint 2 2
3rd +2 Reflexes 3 2
4th +2 Ability Score Improvement, Catfall 4 2
5th +3 Vitality 5 2
6th +3 Principle feature 6 3
7th +3 Evasion, Stillness of Mind 7 3
8th +3 Ability Score Improvement 8 3
9th +4 Shadow Kill 9 3
10th +4 Principle feature 10 3
11th +4 Vitality Improvement 11 4
12th +4 Ability Score Improvement 12 4
13th +5 Bloodthirst 13 4
14th +5 Principle feature 14 4
15th +5 Trifold Form 15 4
16th +5 Ability Score Improvement 16 5
17th +6 Shadow Kill Improvement 17 5
18th +6 Diametry 18 5
19th +6 Ability Score Improvement 19 5
20th +6 Actualisation 20 6

Verity

Starting at 1st level, you've been granted the Stranger's Seal. This gift allows you to draw energy from the Astral Plane to manifest a variety of unique powers and abilities, and is represented by a pool of verity points. Your voidsworn level determines the quantity of verity points you have, as shown in the verity points column of the voidsworn class table.

You can use these verity points to manifest a variety of effects - some that you obtain as part of your natural progression in this class, and other, more special effects known as Formulae. You begin knowing one such power: Agility. You will learn more powers as you gain levels in this class.

Once you spend a verity point, it is lost. You regain expended verity points whenever you finish a long rest, though you may never have more verity points at a time than the number of levels that you have in this class.

  • Agility: Your strange perception of gravity allows you to use Intelligence, rather than Strength, to determine the distance that you jump. In addition, you can expend 1 verity point to double your jump distance until the end of your current turn.

Intelligence is your manifestation ability for your voidsworn features, since you are drawing from the essence of the Plane of Thought and Memory. You use your Intelligence when a power or spell refers to your manifestation or spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a power/spell that you manifest/cast and when making an attack roll with one.


Voidsworn save DC = 8 + your proficiency bonus + your Intelligence modifier.
Voidsworn attack modifier = your proficiency bonus + your Intelligence modifier.

Principle

Everyone has a past. At 1st level, you sift through your memories - setting aside what is not important, and deciding what shall guide you.

Select your voidsworn principle, the training that you fall back upon and now strive to perfect. Your choice grants you features at 1st level, and additional features at 6th, 10th, and 14th level.

Formulae

You pull concepts from the Stranger's realm that can be manifested as mystical powers. Each of these powers is called a formula, and you can cause the effect of these formulae by spending verity points.

At 2nd level, you learn 2 formulae of your choice. When you gain certain voidsworn levels, you learn additional formulae of your choice, as shown in the Formulae Known column of the voidsworn class table.

Additionally, when you gain a level in this class, you can choose one of the formulae that you know and replace it with another formula that you could learn at that level.

You can't learn a formula if you don't have the verity points required to manifest it at its initial cost.

Rapid Sprint

Also at 2nd level, you learn to move more aerodynamically, increasing your speed by 10 feet.

Reflexes

Beginning at 3rd level, you've honed your reflexes to a preternatural state. As a reaction when you are hit by a ranged weapon attack, you can deflect the missile, reducing the damage of the attack by an amount equal to 1d10 + your Intelligence modifier + your voidsworn level.

If you reduce the damage to 0, you can expend 1 verity point to make a ranged weapon attack with a range of 20/60 using the weapon or piece of ammunition you deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

You must be wielding a weapon with which you are proficient in order to gain the benefits of this feature.

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.

Catfall

At 4th level, you can use your reaction when you fall to reduce any falling damage that you take by an amount equal to 5 times your voidsworn level.

Vitality

At 5th level, you are partially merged with the essence of the Stranger’s realm. At the conclusion of a long rest, you gain temporary hit points equal to 1d8 + your Intelligence modifier. Moreover, you can expend 2 verity points to regain hit points equal 1d8 + your Intelligence modifier as a bonus action.

At 11th level, you are immune to poison and disease.







Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Also at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Shadow Kill

At 9th level, you can capture a target in the moment of their death, creating difficulty for those that might see to their return.

When you reduce a beast or humanoid to 0 hit points, you can expend 6 verity points to cause the target to make a Charisma saving throw. If it fails, it and everything it is wearing and carrying (aside from magic items) is reduced to a faint, shadowy aether, which then vanishes at the end of your next turn.

At 17th level, any creature that isn't resistant or immune to force damage can be targeted by this feature.

Bloodthirst

At 13th level, you’ve learned to control the release of your own adrenaline.

As a reaction when you are hit by a melee attack, you can expend 1 verity point and add a bonus to your AC equal to your Intelligence modifier, possibly causing the attack to miss. If the attack misses, you can immediately make a weapon attack against a number of targets equal to your Intelligence modifier that are within 5 feet of you, as part of the same reaction.

Trifold Form

Starting at 15th level, you can attune your mind to the Astral Plane, combining formulae as quickly as thought.

As an action on your turn, you gain a quantity of temporary verity points equal to the number of levels that you have in this class. As part of the same action, you manifest up to 3 known formulae at once, in any sequence, order, and combination that you choose, expending only those temporary verity points in doing so. You then lose any temporary verity points that you didn't spend.

Once you use this feature, you can’t do so again until you finish a long rest.

Diametry

At 18th level, you are closer to the Astral Plane than most can fathom.

You can expend 8 verity points to cast the Astral Projection spell, without providing material components. If you do so, you can’t bring any other creatures with you.

Furthermore, whenever you are on the Astral Plane, your silver cord is entirely indestructible.

Actualisation

When you reach 20th level, you have fully embraced yourself and the Seal that you carry.

When you roll for initiative and have no verity points remaining, you regain 4 verity points.

Voidsworn Principles

Principle of the Witch

“You were already intimately acquainted with the great forces that mortal races call magic when I sought you out. Use these newfound powers in tandem with your own – my gift, to you.”

Grimoire

At 1st level, you’ve kept a detailed notebook, called a Grimoire, of the rituals that you’ve come across. Choose two 1st level spells that have the ritual tag from any class’ spell list – these rituals needn’t be from the same list. The spells appear in your Grimoire, and with it in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.

On your adventures, you can add other ritual spells to your Grimoire. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half of your voidsworn level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

If you lose your Grimoire, you can spend 1 hour rewriting its contents in a new book, and you must expend half of the original amount of gp in doing so. This can be done during a short or long rest.

Intelligence is your spellcasting ability for your witch spells and cantrips.

Magical Secrets

At 6th level, you learn three cantrips of your choice from any class' spell list. The three needn't be from the same list.

The chosen cantrips count as voidsworn cantrips for you. Whenever you gain a level in this class, you can choose one of these cantrips and replace it with any other.

Fractal Mind

Starting at 10th level, you’ve reached to the core of your mind and found the source of your mystical power.

Whenever you complete a long rest, you can choose one formula. You know this formula until you use this feature to choose a different one. The formula gained by this feature doesn't count against your limit of formulae known.

Also, your created bonecharms persist even if you don't know the Bonecharm Crafting formula.

Use Magic Device

By 14th level, you have learned enough about the workings of magic that you can improvise the use of magic items even when they are not intended for you.

You ignore all class, race, and level requirements on the use of magic items.




Principle of the Wetworker

“Sharp knives and shadows – these are your primary means of painting your image upon the world. Combined with my Seal, your cunning leaves no life out of reach.”

Raven

Beginning at 1st level, you know how to strike subtly, and exploit a foe's distraction.

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class: to 2d6 at 4th level, to 3d6 at 8th level, to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 19th level.

Furthermore, when you reduce the falling damage that you take to 0 with your Catfall feature, you can choose one creature within 10 feet of where you land to make a Wisdom saving throw by spending 1 verity point, as part of the same reaction. If it fails, it takes piercing damage equal to half of the falling damage that you negated, and is knocked prone.

Expertise

At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Assassinate

Starting at 10th level, you are at your deadliest when you get the drop on your enemies.

You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit that you score against a creature that is surprised is a critical hit.

Swift Shadow

At 14th level, if you are traveling alone, you can move stealthily at a normal pace. Also, climbing no longer costs you extra movement.

Principle of the Warfiend

“You fight with a singular purpose – death on your mind, blood on the wind. It is by your martial prowess that you have survived for so long, and it will be through this and my Seal that you yet endure.”

Bonus Proficiencies

At 1st level, your experiences have provided you training with the tools of a soldier. You are proficient with martial weapons and medium armor.

Battle Trance

Also at 1st level, you can draw your spirit further to the void in battle as a bonus action.

While under the effects of a battle trance, you gain the following benefits if you aren't wearing heavy armor.

  • Opportunity attacks against you are made with disadvantage.
  • Formulae that normally have a manifestation time of 1 action can be manifested as a bonus action, instead.

  • If a ranged spell attack misses you and you are wielding a weapon with which you are proficient, you can expend 1 verity point as a reaction to make a ranged spell attack with a range of 30 feet. If it hits, the target takes force damage equal to your level in this class.

You cannot manifest the following formulae while under the effects of a battle trance: Devouring Swarm, Doppelganger, Mesmerize, Possession, and Shadow Walk.

Your battle trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn. You can also end the battle trance as a bonus action on your turn.

You can enter a battle trance once at 1st level, twice at 6th level, thrice at 10th level, and four times at 14th level before you must finish a long rest in order to regain expended uses of this feature.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Snap Reaction

Starting at 10th level, you analyze situations with tactical efficiency, granting you advantage on initiative rolls.

Void Conduit

When you reach 14th level, you become more physically dangerous even as your mystical reserve is depleted.

When you are below one-quarter of your maximum verity point total, you receive a bonus to your damage rolls equal to your Intelligence modifier, with a minimum bonus of 1.

Formulae

Bend Time

Manifestation Time: 1 bonus action
Range: Self
Initial Cost: 3 verity points
Duration: 1 minute


You warp the flow of time around yourself. While the power persists, your speed is doubled, you gain a +2 bonus to your AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

At Higher Cost: If you manifest this power with 6 verity points, you ignore the above effect. Instead, you make one weapon attack with advantage against any number of creatures within 30 feet, then teleport to an unoccupied space that you can see within 30 feet.








Bonecharm Crafting

Manifestation Time: 8 hours
Initial Cost: 1 verity point
Duration: Special


You understand the creation of mystical talismans known as bonecharms – tiny trinkets that provide supernatural benefits.

A bonecharm can be crafted by expending 1 verity point over the course of an 8-hour ritual, at which point anyone who is in physical ownership of the bonecharm gains its benefits.

Each bonecharm has one specific effect called a facet. You can have a number of facets existing at any given time equal your proficiency bonus in this class. A bonecharm of your choice instantly disintegrates if you craft another beyond this limit, or if you use an action to destroy it; all of your created bonecharms instantly disintegrate if you don't know this formula.

You can also craft a composite bonecharm with multiple facets. However, this bonecharm counts against your limit as a number of bonecharms equal to the quantity of facets it possesses, and the entire composite bonecharm is destroyed if you exceed the limit.

You can choose to suppress or resume the facet of a bonecharm as an action.

Devouring Swarm

Manifestation Time: 1 action
Range: 30 feet
Initial Cost: 2 verity points
Duration: 1 minute


You summon up to eight spirits that take the form of giant rats in an unoccupied space that you can see. Each rat is considered undead, and will disappear when it drops to 0 hit points, or when the power ends. The rats are friendly to you and your companions.

Roll initiative for the rats as a group, which has its own turns. They attack any creatures that you choose (no action required by you), but don’t take any actions other than to defend themselves from hostile creatures if you don’t designate a target for them to attack.

Though they are undead, rats created with this formula are vulnerable to your Possession formula, and willingly fail their saving throw against it.

At Higher Cost: The duration increases by 1 minute for every extra verity point that you expend. When manifested with 4 verity points, you can summon a number of additional rats less than or equal to your Sealed level, and they will follow you and obey your unspoken commands for the duration.

Domino

Manifestation Time: 1 bonus action
Range: 120 feet
Initial Cost: 4 verity points
Duration: 10 minutes


Choose two creatures that you can see. Both of them must make a Charisma saving throw. If either one succeeds, nothing happens. If they both fail, the targets are mystically linked to one another.

While the creatures are linked, any damage that either takes is also taken by the other. Any conditions that affect one creature also affects the other.

All targets linked with Domino are affected by Mesmerize if one or more of them is so affected. If at least one of the targets linked by Domino is affected by Magnetic Grip or Windblast, all other linked targets are pulled or pushed by the same distance, and in the same direction.

At Higher Cost: You can attempt to link one extra target for every additional verity point that you expend.

Doppelganger

Manifestation Time: 1 action
Range: 60 feet
Initial Cost: 1 verity point
Duration: 1 minute


One illusory duplicate of yourself appears in an unoccupied space that you can see. For the duration, it moves and acts in accordance to your wishes, and acts on your turn in combat. Though its attacks can cause pain, it cannot directly deal damage, and doesn’t gain any of the benefits of your class features.

Each time that a creature targets you with an attack during the power’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can only be destroyed by an attack that hits it. It ignores all other damage and effects. The power ends when all duplicates are destroyed.

A creature is unaffected by this power if it can’t see, if it relies on senses other than sight, or if it can perceive illusions as being false.

If you know the Transversal formula and are within 60 feet of your doppelganger, you can spend 1 verity point to switch positions with it as an action.

At Higher Cost: If you manifest this power with 3 or more verity points, you can cause an additional duplicate to appear. If manifested with 6 verity points, the duplicate(s) become partially real, capable of taking actions and otherwise being affected as a normal creature. It appears to be the same as you, but has half of your hit point maximum. It otherwise possesses all of your statistics, and can thus take and deal damage.

Dusksight

Manifestation Time: 1 bonus action
Range: Self
Initial Cost: 1 verity point
Duration: 10 minutes


You have Darkvision, with a range of 60 feet, for the duration.

At Higher Cost: When you expend 3 or more verity points, the duration is 1 hour, and magical darkness doesn’t impede your vision. When you expend 6 verity points, you know the location of all creatures within 30 feet of you that have an Intelligence score.




Magnetic Grip

Manifestation Time: 1 action
Range: 120 feet
Initial Cost: 2 verity points
Duration: Instantaneous


Choose one creature that you can see within range. It must make a Wisdom saving throw, or be pulled up to 30 feet in a straight line toward you.

At Higher Cost: The creature can be pulled up to ten additional feet for every extra verity point that you expend. If you spend 4 verity points, and end the target’s movement to a space within 5 feet of you, you can choose to have the target make a Strength saving throw. If it fails, it is restrained until the end of your next turn.

Mesmerize

Manifestation Time: 1 action
Range: 120 feet
Initial Cost: 4 verity points
Duration: 1 minute


You create a shimmering, shifting spirit that persists for the duration. Each creature, aside from you, that starts its turn within a 30-foot sphere centered on the spirit must make a Wisdom saving throw. On a failed save, a creature is incapacitated and has a speed of 0 for the duration.

The effect ends for an affected creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor.

At Higher Cost: The duration is extended by 1 minute for every additional verity point that you expend.

Possession

Manifestation Time: 1 action
Range: 30 feet
Initial Cost: 6 verity points
Duration: 1 minute


Choose one beast that you can see or that you know the location of within the range to make a Charisma saving throw. If it succeeds, nothing happens. If it fails, you enter the Astral Plane, your silver cord attaches to the creature’s physical form, and you possess its body.

While you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the creature that you are possessing has any class levels, you can’t use any of its class features.

If the host body dies while you possess it, you must make a Charisma saving throw versus your own voidsworn save DC. If you succeed, you appear in the closest unoccupied space to the host body. If you fail, your silver cord shatters, and you die on the Astral Plane as a result.

The possession otherwise lasts for the duration, or until you end it as an action. If the possession is ended in this way, you appear in the closest unoccupied space to the host body, and the target of this power is stunned until the end of your next turn.

At Higher Cost: The power’s duration increases by 1 minute for each additional verity point that you expend. When manifested with 8 verity points, the power can target humanoids.

Shadow Walk

Manifestation Time: 1 action
Range: Self
Initial Cost: 4 verity points
Duration: 1 hour


You collapse, becoming a wispy, shadowy pool for the duration. The effect ends if you are reduced to 0 hit points, or if you end it as a bonus action.

While in this form, you move along the ground as a shadow might. Your speed increases by 10 feet and you can enter and occupy the space of another creature. You gain advantage on Constitution, Dexterity, and Strength saving throws. While you are in an area of dim light or darkness, you gain a +6 bonus to Dexterity (Stealth) checks, and can take the Hide action as a bonus action.

You can’t talk or manipulate objects, and any objects that you were carrying and holding can’t be dropped, used, or otherwise interacted with, having merged into your new form. You can’t cast or concentrate on spells or manifest powers while in this form.

You can only attack with your unarmed strikes. You gain a +2 bonus to hit, your unarmed strikes deal psychic damage equal to 1d6 + your Intelligence modifier, and you are proficient with your unarmed strikes. The power ends immediately after you attempt this attack.

At Higher Cost: When you manifest this power with 5 or more verity points, you can move through a space as narrow as 1 inch wide without squeezing. If you manifest this power with 6 or more verity points, you can attempt a number of additional attacks equal to your Intelligence modifier, and the power ends after the last attack that you attempt. At 7 verity points, your unarmed strikes count as finesse weapons for the duration.

Transversal

Manifestation Time: 1 action
Range: 30 feet
Initial Cost: 1 verity point
Duration: Instantaneous


You teleport to an unoccupied space that you can see within range.

Whenever you manifest this ability, you can instead choose to teleport to an unoccupied space within 5 feet of a creature that you know the location of within the range.

At Higher Cost: The range is extended by 10 feet for every additional verity point you expend during manifestation. If you manifest this power with 4 verity points or more, and your destination is within 5 feet of a creature, you can make an unarmed strike against that creature as a reaction, pushing it up to 10 feet away from you in a straight line if the attack hits. You can manifest this power as a bonus action if you expend 6 or more verity points.





Voidstone

Manifestation Time: 1 action
Range: Touch
Initial Cost: 3 verity points
Duration: 1 minute


Make a melee spell attack against a humanoid. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the effect ends on the target.

At Higher Cost: When this power is manifested with 5 or more verity points, it can affect any creature.
When manifested with 7 verity points, you cause the affected creature to make 3 consecutive Constitution saving throws. If it succeeds on two of them, nothing happens. If it fails on two of them, the creature is turned to grey marble and subjected to the petrified condition at the end of the minute. This state lasts until the effect is ended by a Remove Curse spell, or if you choose to end it (by touching a part of the statue and spending 3 verity points as an action). If the creature is physically broken while petrified, it suffers from similar deformities if it is returned to its original state.

Windblast

Manifestation Time: 1 action
Range: Self (30-foot cone)
Initial Cost: 1 verity point
Duration: Instantaneous


A powerful, yet momentary, wind gusts from you in a direction that you choose. Each creature in range must make a Strength saving throw or be pushed 15 feet away from you in a direction following the cone and take 1d8 force damage. If an affected target’s movement from this power is obstructed by an object, it takes an additional 1d6 force damage.

The blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

At Higher Cost: The damage of the power increases by 1d8 for each additional verity point that you expend. When manifested with 4 or more verity points, any target that fails its saving throw is also knocked prone. If manifested with 6 verity points, an area in a 10-foot radius sphere centered on you becomes dangerous terrain for all creatures except for you, for 1 minute.

Bonecharm Facets

Albinos

Whenever you manifest Devouring Swarm, roll 1d4. On a roll of 1-3, the formula manifests as normal. On a roll of 4, one of the rats that you summon is an albino. Choose one of the following effects:


Spiritual Sacrifice: The albino rat disappears, and you regain 1 verity point.
Gutter Feast: The albino rat disappears, and you regain 1d4 hit points.

Displace

You can spend 1 verity point to forgo your movement on any turn that you haven't yet moved. You then teleport up to a number of feet equal to half of your movement speed to an unoccupied space that you can see.

Expansive Spirit

Your verity point maximum increases by 1. If any creature other than you possesses this facet, its verity point maximum increases by 1, and it regains that verity point upon finishing a long rest if it was lost or spent.

Fleet Fighter

All movement speeds that you have or gain are increased by 5 feet while you have at least 1 verity point remaining.

Leviathan's Mind

You gain a +1 bonus to ability checks that you make with one skill, chosen when you create this facet.

Quiet Hook

You always know the location of any creature who currently possesses this facet while it is on the same plane of existence as you. Only the creator of this facet can benefit from its effect.

Semblance

While you have a creature petrified by Voidstone, you can use an action to take on the appearance of that creature if it is only one size category larger or smaller than your true form. This change lasts indefinitely or until you end it as an action, but your maximum verity point total is reduced by 10 points while it lasts. This is a powerful illusion that includes all sensory effects, but your true form can still be detected by a creature with truesight. You must know the Possession formula and have 15 or more levels in this class in order to create this facet.

Strong Lungs

You can hold your breath indefinitely while you have at least 1 verity point remaining.

Swarm Alchemy

When you are hit with a ranged weapon attack and you don’t deflect the projectile with Reflexes, you don’t take any damage from the attack. Instead, you lose 1 verity point, the projectile disappears, and a Swarm of Insects, as detailed in the Monster Manual, appear in a space within 5 feet of you. The Swarm won't take any actions other than to attack creatures that are hostile to you on your turn in combat. It disperses at the end of your next turn.

Furthermore, if you reduce a target to shadowy aether with Shadow Kill, you can cause the aether to become a Swarm of Insects under your control when the target fails their saving throw. The Swarm is friendly to you, obeys your unspoken commands, acts on your turn in combat, and disperses at the end of your next turn.

Once you use either of the effects of this facet, you can use neither until you finish a long rest.





Street Hag's Hand

Whenever you would be reduced to 0 hit points, you are instead reduced to 1 hit point if you have at least 1 verity point remaining. You then lose 1 verity point. You must complete a long rest before you can use this facet again.

Unnerving Target

You gain a +1 bonus to your AC.

Void Rapture

While you are Possessing (as the formula) the body of another, you can expend 2 verity points as a reaction to attempt to switch the target of the Possession.

Moreover, whenever your Mesmerizing of a target ends, you can choose to have that creature make a Wisdom saving throw. If they fail, they are rendered unconscious for 1 minute, or until they take damage or someone uses an action to shake or slap the creature awake.

Whirlwind

You gain a +1 bonus to your attack rolls.

The End

I received a great deal of help in the creation of this class.

Those contributors who have a good mind for balancing features, both against each other and those gained by other classes, are u/AevilokE, u/SamuraiHealer, and u/JestaKilla.

u/SamuraiHealer and u/GamerBeast are also invaluable when it comes to keeping the theme of a class together. This class would have been entirely trashed by my indecision if not for them.

Lastly, my appreciation goes out to Arkane Studios, as well as to Gary Gygax, for the creation of these awesome games (and stories thereby), neither of which I am affiliated with or to in any way.

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