A spellsword conjures darkness from the void to serve them.


Keepers of secrets and wielders of unnatural magics, Void-Knights are students of the mysteries beyond mortality. Where others see dark magic, they see untapped potential and power others are too fearful to command.

Often originating from the Reach, practitioners of this mystic path find themselves guided by spirits, known as the old ones. Known to be cruel teachers at times, the old ones, do share their knowledge and powers to those they deem worthy. Though, as any dealing with otherworldly entities, every gift comes with a price.

Many may question the source of these powers. The Reachfolk claim they learned of these secrets from “the old ones”. Whether these are nature spirits or actual daedra seems to be a quest of a case by case basis. Members of the Dark Brotherhood also make claims of learning the dark arts from whispers in the Void, perhaps even from Sithis himself.

Void-Knight Features
Level Feature
3rd Imbue Defense, Shadowy Duplicate, Void Magic
6th Gifts of the Old Ones
14th Voidcurse
20th Emissary of the Old Ones

Imbue Defense

3rd-level Void-Knight feature

You can use your Imbue Magic feature to invoke powerful magic within your armor instead of your weapon. You learn the following Darkness Imbuement.

Darkness Imbuement

Shadowed Armor. While wearing armor, as a bonus action, you suffuse your armor with darkness, granting you the following benefits for up to 8 hours:

  • You can attempt to hide even when you are only lightly obscured by dim light.
  • While in darkness or dim light, you have advantage on Agility (Stealth) checks made to hide.
  • While in darkness or dim light, creatures have disadvantage on attack rolls against you. If you take damage, this feature ceases to function until the start of the next turn.

If you use this ability to imbue the same armor again, your current enchantment is replaced by the new enchantment.

Shadowy Duplicate

3rd-level Void-Knight feature

As an action, you create a visual illusion of yourself that appears as a shadowy duplicate that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you (expect for its coloration as an opaque shadow); it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

Frightening Presence. For the duration, another creature besides yourself or creatures of your choice, that begins its turn within 5 feet of your shadowy duplicate must make a Willpower. On a failed save, a creature becomes frightened of the duplicate for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success, and the creature is immune to the duplicate’s frightening presence for the next 24 hours.

Once you use this feature to conjure your duplicate, you can’t use it again until you finish a short or a long rest, unless you expend 3 magicka points to use it again.

Void Magic

3rd-Level Void-Knight feature

You gain additional spells at the spellsword levels listed.

Void Magic Spells
Level Spells
3rd protection from evil and good
5th augury
9th bestow curse
13th black tentacles
17th circle of power

Gifts of the Old Ones

6th-level Void-Knight feature

Your bond with the void grants you access to a well of otherworldly gifts from the Old Ones that are considered unnatural to some. Choose one gift from the options below.

  • Dark Devotion. You are immune to the charmed and frightened conditions.
  • Grasping Tendrils. When you hit a creature with an opportunity attack, inky black tendrils shoot out from you, grasping firm to the creature, causing it's speed to become 0 for the rest of the turn.
  • Iron Will. You gain proficiency in Willpower saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence if you lack it or Personality saving throws (your choice).
  • Void Armor. You are always under the effects of a mage armor spell. Donning armor suppresses this feature until you doff any armor you wear.
  • Void Bolt. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Intelligence modifier to its attack and damage rolls. Its damage is force, and its damage is a two rolls of your Imbue Magic Die.
        Additionally, you can use the Extra Attack feature to use this special attack for any of the attacks you make as part of the Attack action.
  • Void Sight. You can cast detect evil and good on yourself at will, without expending magicka points.


14th-level Void-Knight feature

You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the creature is targeted by a remove curse spell or similar magic, it dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • Once per turn, when the cursed target makes an attack as part of its action, it takes force damage equal to a roll of your Imbue Magic Die.
  • You gain a bonus to damage rolls against the cursed target. The bonus equals your Intelligence modifier.
  • When the cursed target rolls damage against you, the roll is reduced by a number equal to a roll of your Imbue Magic Die.

Once you use this feature, you can’t create it again until you finish a short or a long rest, unless you expend 5 magicka points to use it again.

Emissary of the Old Ones

20th-level Void-Knight feature

You achieve the summation of the tutelage of the Old Ones and the secrets they possess. As a bonus action, you call these spirits to your aid, becoming a being of the void itself, and gain the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • Your movement does not provoke opportunity attacks.
  • Once per turn, when a creature within 5 feet of you hits you with a melee attack, black, inky tendrils lash out at the target. The attacker takes bludgeoning damage equal to three rolls of your Imbue Magic die.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 9 magicka points to use it again.