Your inexplicable powers come from the vast, endless expanse of space, incomprehensible in its inhumanity, and grander than anything a humanoid could ever fit in its mind. This link between you and it might have been created in various ways.
Some sentient creatures are more sensitive to the underlying methods of the cosmos, and find the concept of inexistence just as beautiful as existence. It is always there, by necessity of definition, and you felt a kinship with it when you were looking up at an empty patch in an otherwise starry night. This kinship could have either allowed you to form an innate connection to the void, thus drawing power from it, or you decided to study and research it, thus coming across obscure knowledge that opened new vistas of reality to you — and new capabilities.
On the other hand, if you'd like your patron to be a conscious creature rather than a force of nature, your patron could be an individual that has uncovered great knowledge about the void, has put that knowledge into practice. They have come to be in tune enough with the void that they can bestow that power into others as well, and have selected you as their protege — or perhaps just another minion. What will you think of their agenda and their plans? Do they line up with how you see the world, and the force behind both your powers? Will you follow their cause, or create your own path?
- The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
- Spell Level - Spells
- 1st - absorb elements, chaos bolt
- 2nd - blur, silence
- 3rd - blink, protection from energy
- 4th - Mordenkainen's faithful hound, Otiluke's resilient sphere
- 5th - teleportation circle, temporal shunt
- 8th - antimagic field
- Starting at 1st level, you have started merging your existence with the concept of nothing. You cannot be detected by divination magic, and are immune to effects that sense your emotions or read your thoughts. It's as if you're not even there.
Additionally at 2nd level, you gain a benefit depending on your Pact:- Pact of the Blade. You can spend 1 hour in meditation with an object no larger than 5 feet in any dimension to bestow some of your patron's nature to it. Once you're bonded to it, you can use an action to make the object disappear into nothingness no matter how far away from you it is. You can then at any point use an action to make it materialize on your person, or within 5 feet of you (as long as it does not occupy anyone or anything's space). If that object is armor, you can equip it in this way, or equip it to another willing creature within 5 feet of you. You can be bonded to a number of objects in this way equal to half your proficiency modifier (rounded up).
- Pact of the Chain. Creatures have a -5 penalty to their passive Wisdom (Insight) score when trying to gauge you or your familiar. If a creature rolls a natural 1 on an Wisdom (Insight) check regarding you or your familiar, they start having doubts about whether you are even there, or if you are some kind of illusion or projection of their mind. Additionally, when you or your familiar are reduced to 0 hitpoints, the nothingness inside expands to strike every creature within 5 feet of you or your familiar. They take damage equal to your warlock level + your charisma modifier. You can use this ability once per short or long rest.
- Pact of the Talisman. When a creature deals damage to a target you can see within 60 feet of you, you can use your reaction to turn that damage into 0 damage. Once you've used this ability, you need to complete a short or long rest before using it again.
- Pact of the Tome. When you cast a warlock spell, you can choose to cast it without requiring any components. Once you've used this ability, you need to complete a short or long rest before you can use it again.
- Starting at 6th level, space is nothing but an illusion. You can use your bonus action to teleport to a point you can see within 120 feet of you. You must then complete a short or long rest before you can use this ability again.
Additionally, you can't be banished from the plane you are on or teleported in any way against your will.
Lastly, you can cast dispel magic once at the highest level available to you without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Starting at 10th level, you can transform into your natural state in order to avoid harm. When you are hit with an attack from an attacker you can see, you can use your reaction to disperse your body into nothingness and negate the damage. You disappear, without having any awareness of what is transpiring while you are gone. This effect lasts until the start of your next turn, at which point you return to the space you occupied. Once you use this feature, you can't use it again until you finish a short or long rest.
Additionally, when you die, your body dematerializes back into nothing. When a creature casts a spell that requires your body to resurrect you, it can cast the spell even if your body is missing.
- Starting at 14th level, even long distances are nothing but a step away when you realize the emptiness that suffuses the universe... So easily traversable. As an action, you can cast teleport without expending a spell slot. Once you've used this ability, you have to complete a short or long rest before being able to do so again.
Each time a creature travels in this way small parts of it, little by little, are lost in the void realm, as it receives a point of null corruption. Whenever a creature does so, its current and maximum hitpoints are reduced by an amount equal to the total corruption points it has. This reduction cannot be cured by any effect other than a wish spell. If a creature's current or maximum hitpoints are reduced to 0 in this way, its body dematerializes into nothing during the teleportation, becoming one with the void realm.