LGtC:Voidkeeper

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Voidkeeper

By reaching into the realms outside of the Aurbis, Voidkeepers use this esoteric magic to straddle between the planes. This art breaches the world that most inhabitants of Tamriel are familiar with, through calling upon the dark energies to bring the destruction of the void through, or by crossing between the two to hide in the shadows. These necromancers are often worshipers of the Dread Father, Sithis, but they could also be followers of the Old Gods, as those of Reach.

Voidkeeper Features
Level Feature
2nd Art Spells, Bonus Proficiency, Channel Darkness
6th Quiet Casting
14th Cloak of the Void
18th Dark Guardian

Art Spells

2nd-level Voidkeeper feature

Your necromantic art grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work.

Voidkeeper Art Spells
Level Spells
3rd darkness, silence
5th nondetection, phantom-steed
7th arcane eye, confusion
9th antilife shell, dispel evil and good

Bonus Proficiency

2nd-level Voidkeeper feature

You gain proficiency in medium armor. You also gain proficiency in the Stealth or Survival skill (your choice).

Channel Darkness

2nd-level Voidkeeper feature

You gain the ability to channel dark energy directly from the Void, using that energy to fuel magical effects. You can use an unholy symbol as a spellcasting focus for your necromancer spells and your Channel Darkness effects. You start with two such effects: Bind Undead and Marked for Death.

When you use your Channel Darkness, you choose which effect to create. You must then finish a short or long rest to use your Channel Darkness again. Some Channel Darkness effects require saving throws. When you use such an effect from this class, the DC equals your necromancer spell save DC.

Beginning at 6th level, you can use your Channel Darkness twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Darkness: Bind Undead

As an action, you present your unholy focus and speak a command that binds undead. Each undead that can see or hear you within 30 feet and has a CR equal to or lower than your proficiency bonus must make a Willpower saving throw. If the creature fails its saving throw, it is charmed by you for 10 minutes and will follow your spoken commands to the best of its abilities.

Channel Darkness: Marked for Death

As an action, you present your unholy symbol and speak a damning word at a humanoid of your choosing within 30 feet of you that can see or hear you. The target must make a Willpower saving throw. If the creature fails its saving throw, its AC is reduced by a number equal to half your proficiency bonus (rounded down), and the creature takes 1d4 necrotic damage at the start of each of its turns for the next minute. When you reach 6th level, the damage increases to 2d4, and it increases again at 18th level to 3d4.

Only one creature can be marked for death in this manner at a time. Using this feature again ends the previous mark. A creature can repeat this save at the end of each of its turns, ending the effect upon a success.

Quiet Casting

6th-level Voidkeeper feature

You learn to infuse silence into your spellcasting. When you cast a spell, you can spend 1 Soul Point to cast it without a verbal component.

When you cast a spell that deals damage in this manner, and target a single creature that is unaware or surprised, instead of rolling for damage, you deal the maximum amount of the dice.

Cloak of the Void

14th-level Voidkeeper feature

When you are reduced to 0 hit points, but not killed outright, you can use your reaction to be cloaked in the dark energies of the Void, dropping to 1 hit point instead. You then gain immunity to all damage until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a long rest.

Dark Guardian

18th-level Voidkeeper feature

Whenever a living creature hits you with a melee attack, you can use your reaction to expend a Soul Point to summon a skeletal dark guardian to interpose on your behalf. The dark guardian's AC is 12 + your Proficiency bonus + your Intelligence modifier. If the attack roll would still hit, the damage dealt to you is reduced by half. If the attack roll is lower than the dark guardian’s AC, the attack deals no damage and the dark guardian can immediately make a melee attack against that creature. The dark guardian’s attack roll bonus is equal to your spell attack modifier and deals bludgeoning damage equal to 3d6 + your Intelligence modifier.

Regardless if the initial attack hits or misses, the dark guardian then disappears.