5e Voidcaller

Voidcaller

Voidcallers are those who have gained access to a source of power unlike any other: the essence of destroyed souls. This power, called "quintessence", is incredibly volatile, yet equally malleable. Through an innate connection to the plane known as the Maelstrom, voidcallers can draw quintessence into the Material plane and put its immeasurable potential to great use. Borrowed souls each come with a fragment of their previous personality and power. The nature of quintessence allows the voidcaller to manipulate it into whatever form they may need, using souls of different dispositions to do so. Souls which remain hateful and angry are used to form weapons, satisfying their desire for revenge or destruction, while more benevolent souls take the form of shields to protect the voidcaller. It is due to the massive variety of countless souls that voidcallers have the ability to draw quintessence into many different forms. 

Quintessence and the Maelstrom are foreign to most, so those who are capable of wielding quintessence may not even realize it for their entire lives. Usually, voidcallers accidentally discover their connection to the chaos plane in a moment of desperate need, though their control over its powers may yet be limited. Voidcallers are mostly self-taught, so each voidcaller has their own unique method to wielding quintessence. 

Versatile Combatants

Voidcallers thrive on innovation and creativity. They have a strong martial prowess augmented by the many ways in which quintessence can be wielded. No two voidcallers will fight the same way.

The various qualities voidcallers can imbue their quintessence with allow them to be a powerful and versatile force on the battlefield, both bolstering themselves and hindering their foes.  Quintessence can also be used to deal with obstacles and other problems due to its flexibility, granting the voidcaller who wields it unlimited options if they are creative enough to divine a solution. What a voidcaller is capable of is limited only by their imagination and ingenuity.

A Life of Chaos

By nature, voidcallers are chaotic people. They follow the whims of their hearts, often leading them on journeys to find great wonders and dangers alike. 

Voidcallers are a rare breed. It is perhaps for the best that a plane as hazardous as the Maelstrom does not often exert its influence on mortal individuals. However, that does mean those capable of wielding quintessence are few and far between. So, unlike those who can attend bard colleges and wizard schools, this leaves almost every voidcaller alone in their pursuit to learn about themselves and their powers. This journey can be a mental or physical one, but either way, any voidcaller would find it hard to sit still for long.

 

Creating a Voidcaller

As you create your voidcaller, consider what event could have unlocked their powers. Not everyone is able to attune to an outer plane, after all. What happened in your character's life that put them in great peril? What force called upon them to rise, to fight? Also consider what drives your voidcaller. Do they seek to learn more of the Maelstrom and the source of their power? To explore the fullest potential of quintessence? Or, are they simply putting their gifts to good use and trying to better the world? Each voidcaller is an intensely distinct individual, driven by their own desires as much as they are by the influence of the chaotic Maelstrom. 

The Voidcaller

Level

Proficiency Bonus

Features

1

+2

Quintessence Draw, Guidance of the Ancient (1)

2

+2

Forceful Strike (1d8)

3

+2

Quintessence Quality (1), Primeval Origin

4

+2

Ability Score Improvement

5

+3

Extra Attack

6

+3

Trenchant Draw, Primeval Origin Feature

7

+3

Guidance of the Ancient (2)

8

+3

Ability Score Improvement, Forceful Strike (2d8) 

9

+4

Quintessence Quality (2)

10

+4

Primeval Origin Feature

11

+4

Weakening Strike

12

+4

Ability Score Improvement

13

+5

Guidance of the Ancient (3)

14

+5

Primeval Origin Feature, Forceful Strike (3d8)

15

+5

Quintessence Quality (3)

16

+5

Ability Score Improvement

17

+6

Improved Weakening Strike

18

+6

Guidance of the Ancient (4)

19

+6

Ability Score Improvement

20

+6

Fountain of Chaos

Hit Points 

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

Proficiencies 

Armor: Light armor, medium armor, shields 

Weapons: Simple weapons, martial weapons 

Tools: Artisan's Tools (one of your choice) 

Saving Throws: Constitution, Charisma 

Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth 

Equipment 

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

  • (a) chain shirt or (b) leather 

  • (a) longbow and 20 arrows or (b) two simple weapons 

  • A martial weapon and a shield 

  • (a) a dungeoneer's pack or (b) an explorer's pack

Quintessence Draw

At 1st level, a voidcaller can draw (as in "summon") quintessence from the Maelstrom an amount of times per day equal to their proficiency bonus + Charisma modifier (minimum of 1). Drawing quintessence takes a bonus action. The voidcaller must have at least one free hand to do so, and the hand movements used to draw quintessence are always obvious. A voidcaller can maintain any number of draws at once and dismiss any number of draws without using an action. Any active draws immediately end if the voidcaller falls unconscious or dies. A voidcaller's draw limit resets upon completion of a long rest. 

Each time quintessence is drawn, it can immediately take the form of a mundane, non-magical weapon, shield, or object that appears in any designated location within the voidcaller's space, such as in their hand, or on the ground at their feet. Any quintessence weapon, shield, or object is immediately noticeable as a mimicry, for quintessence has the appearance of ever-moving liquid energy. Once quintessence has taken form, it can last in that form for up to 1 hour. The duration of formed quintessence can be extended in 1 hour increments if the voidcaller expends an equal number of draws. This can be done before or after the item is created. 

Only the voidcaller which drew the quintessence item can use that item. If another creature attempts to use the item, it functions as a normal version of that item and gains no benefit from voidcaller class features. 

Weapons and Shields 

Quintessence can take the form of any weapon or shield with which the voidcaller is proficient. The quintessence weapon or shield takes on all the characteristics of a specific weapon or shield type of the voidcaller's choosing, but these items, which are not bound by the physical limits of forging and smithing processes, can take on unique appearances. The voidcaller can choose a different weapon or shield type each time they draw quintessence. 

Voidcallers can use shields as one-handed simple weapons. When making an attack with a shield, the voidcaller loses the shield's bonus to armor class until the beginning of their next turn. The shield deals 1d4 + Strength modifier bludgeoning damage. Even if the voidcaller uses their shield in this, no weapon qualities can be applied to shields. 

If the voidcaller becomes proficient with unarmed strikes, they may infuse their own body with the power of quintessence. By expending a use of their draw ability, voidcallers can grant their unarmed strikes the same benefits as any quintessence weapon. This also encompasses proficiency with natural attacks.

At 6th level, the voidcaller becomes increasingly intune with their quintessence weapons and shields. Drawn weapons and shields are considered magical for the purposes of overcoming resistance and immunity to non-magical damage. 

Objects 

Quintessence can be shaped into the form of nearly any non-magical item. As the voidcaller grows in power, they can further change the properties of these objects to better suit their needs. The voidcaller can only have one object drawn at a time, and can never make multiple of the same item with a single draw (i.e. a bag of caltrops). 

Whatever object the voidcaller makes they must be familiar with, as in, has seen or used before. While quintessence could make a key, it could not make a key to fit a lock the voidcaller has never encountered. The voidcaller could replicate a real key within their possession, however. 

When the voidcaller creates a non-specific object, such as a rock or stick, that object must not exceed the size category limit listed for the voidcaller's level on the table below. If the voidcaller creates a specific item, such as a backpack, the normal dimensions of that item are used for the voidcaller's size category. With specific items, for those with a listed gold cost, the voidcaller is limited to creating objects with a gold cost lower than or equal to 20gp per voidcaller level. 

Quintessence Object Size Category

Level

Size Category

1st-4th

Tiny

5th-9th

Small

10th-14th

Medium

15th-19th

Large

20th 

Huge

Quintessence objects are inert and can never replicate living or dead creatures, food and other ingestible items, such as poisons, water and other liquids, any alchemical item, or any kind of ores or precious gems. These objects can also never be used as spell components nor be made of special materials (i.e. adamantine). 

Voidcallers can create a great variety of objects which may be considered "improvised weapons''. If the voidcaller is not proficient with improvised weapons, any created object wielded as an improvised weapon can only benefit from object qualities. If the voidcaller is proficient with improvised weapons, the voidcaller must choose upon creation of the item whether to apply object or weapon qualities.

Guidance of the Ancient

At 1st level, the voidcaller can access the knowledge of the souls within quintessence. Once per day, the voicaller may substitute any Intelligence skill check with a Deception check.

This ability can be used an additional time per day at 7th, 13th, and 18th level. 

Forceful Strike

At 2nd level, each time a voidcaller deals damage with a quintessence weapon, they may empower their attacks with energy from the Maelstrom. By expending one use of their draw ability as a bonus action at the beginning of their turn, the voidcaller can deal an additional 1d8 force damage per successful attack made on that turn. The voidcaller must decide to use this ability before making their attack roll(s).

At 8th level, when the voidcaller activates Forceful Strike, each attack deals an additional 2d8 force damage. This damage increases to 3d8 at 14th level. 

Primeval Origin

When you reach 3rd level, you discover the true origin of your powers and further unlock your potential. Choose either the Origin of the Chaos-Favored, Keeper, Plane Walker, or Voidwyrm, which are all detailed at the end of the class description. Your origin grants you features at 3rd level and again at 6th, 10th, and 14th level. 

Quintessence Qualities

The voidcaller's draw ability can also be used to infuse weapons, shields, and objects with unique powers. Voidcallers gain their first Quintessence Quality at 3rd level. Once a quality has been selected, it can be applied to any item from the appropriate category whenever the voidcaller expends a use of their draw ability to create that item. At 9th level, voidcallers can apply two qualities simultaneously to any drawn quintessence item, then three qualities at 15th level. 

After taking a long rest, a voidcaller may choose to swap out which qualities will apply to their quintessence items, and this choice cannot be changed until the voidcaller takes another long rest. 

Saving Throws. Some of your qualities require your target to make a saving throw to resist the qualities' effects. The saving throw DC is calculated as follows:

Quality Save DC = 8 + your proficiency bonus + your Charisma modifier

Objects 

Boosting. When a boosting object is drawn, the voidcaller chooses either Strength, Dexterity, Intelligence, Wisdom, or Charisma. The boosting object allows the voidcaller to add half their proficiency bonus to all skill checks of the related ability.  

Clandestine. A clandestine object is very hard to detect. Anyone attempting to perceive the object, so long as it is not in plain sight, must make a Perception check with a DC equal to 10 + the voidcaller's level. Any spellcaster using a spell to see the object, such as with "Locate Object", must roll an ability check, using their spellcasting ability, with a DC equal to 8 + the voidcaller's level or fail to detect the object. If the voidcaller attempts to hide a clandestine object on their person, they receive a +10 bonus to the Sleight of Hand check. 

Discerning. As an action, a discerning object can be commanded to detect one of the following things that comes within 30 feet of it: good, chaotic, evil, or lawful creatures or objects at 3rd level; a specific creature type (such as dragon or giant) at 9th level; magic (as per the spell "Detect Magic") at 15th level. The object automatically detects the subject if the subject is not attempting to conceal itself. If the subject is concealing itself, the object makes a Perception check with a bonus equal to the voidcaller's proficiency bonus + 5. Each time the voidcaller draws a detecting object, it may detect something different. 

Disguised. A disguised object appears as a perfectly typical object for the duration of its draw. It therefore loses any likeness to quintessence, and is indistinguishable from a normal version of that object, even under scrutiny. 

Distracting. A distracting item, as an action, can be commanded to mimic the effects of the spells "Prestidigitation" or "Minor Illusion". The voidcaller can activate this effect as long as they are within 30 feet of the object. 

Enhancing. An enhancing item causes a physical change when it comes into contact with a creature. Each time an enhancing item is drawn, it benefits its holder in one of the following ways: a +5 bonus to jump distance, a +10 bonus to movement speed, or a doubled carrying capacity.

Levitating. A levitating object floats near the voidcaller as soon as it is drawn, and follows the voidcaller if they move. When held, the object stops levitating and may be manipulated normally. As soon as the object is no longer held, it begins levitating again. As an action, a levitating object can be commanded to move up to 60 feet away from the voidcaller. It has a hover speed of 20 feet. The voidcaller is able to use this object like normal from this distance, but they must still use their hands when manipulating the object. A levitating object can also support up to 10 pounds per voidcaller level before it falls to the ground. 

Radiating. Each time this object is drawn, the voidcaller can choose one of the following effects: the object gives off torch light in a 15 foot radius, the object gives off non-magical darkness in a 10 foot radius, or the object releases a fog cloud, as real fog, in a 5 foot radius that heavily obscures the area. Activating the effect takes an action, but can be dismissed freely. The choice between effects can be changed each time a new object is drawn. 

Tracking. The voidcaller can determine the location of a tracking object at any distance on the same plane. Once the duration of the object's draw is over, the voidcaller knows the object's last location, direction, and distance, but cannot track it further. 

Variable. As an action, the voidcaller can change a variable object's length, height, width, and weight to increase or decrease its size category by one step. A variable object can only fill a space in which it can fit, and cannot increase in size beyond the limits of any space to which it is confined. 

Weapons 

3rd level Qualities 

Elemental. Whenever a quintessence weapon hits with an attack, it deals an additional 1d4 points of damage of one of the following damage types: fire, cold, lighting, thunder, poison, or acid. Each time the weapon is drawn this choice can be changed. At 9th and 15th level, the damage increases by 1d4. 

Frenzied. When the voidcaller lands an attack with a frenzied weapon, the voidcaller may choose to have the energy within the weapon to burst outward in a spray of wild energy. In a 5 foot radius around the target of the voidcaller's attack, the ground becomes difficult terrain until the end of the voidcaller's next turn, and anyone who moves through the area, excluding the voidcaller, automatically takes 1d4 points of force damage per 5 feet of movement. This can be used a number of times per draw equal to the voidcaller's proficiency bonus. At 9th level, this damage increases to 2d4, and at 15th level, the effects last for 1 minute. 

Healing. As a reaction, after striking a foe with their quintessence weapon, the voidcaller may choose to regain hit points equal to twice their proficiency bonus. The target of the attack must have a number of HD equal to ? the voidcaller's level or greater for this effect. This can be done a number of times equal to the voidcaller's proficiency bonus per draw.  

Malicious. When this weapon lands a hit, the voidcaller may choose to have the opponent make a Constitution saving throw or be staggered for 1 minute. An affected target can reroll their saving throw at the end of their turn. This can be done a number of times equal to the voidcaller's proficiency bonus per draw. At 9th level, the opponent instead makes a Constitution save versus being sickened for 1d4 rounds. At 15th level, the Constitution save is versus being paralyzed for 1 round. The voidcaller may choose which one of the three conditions to inflict if they have access to more than one, but once this choice is made the weapon must be redrawn before the choice can be changed. 

9th Level Qualities

Dire. As a bonus action, after dealing damage with their quintessence weapon, the voidcaller can force all enemies within 30 feet to be frightened for the next minute unless they succeed on a Wisdom saving throw. This saving throw can be repeated at the end of each affected creatures' turn. The same creature cannot be affected by a dire weapon more than once in a 24 hour period. This effect can be activated a number of times equal to the voidcaller's proficiency bonus per draw. This cannot be selected until 9th level. 

Inspiring. The voidcaller can activate an effect within a quintessence weapon they are wielding to give a number of allies equal to their Charisma modifier within 30 feet a 1d4 bonus to either attack rolls or saving throws. Activating this effect takes an action and lasts for 1 minute. The effect can be activated a number of times equal to the voidcaller's proficiency bonus per draw. The choice between attack rolls and saving throws can be changed each time the weapon is drawn. This cannot be selected until 9th level. 

Stretching. As a bonus action, the voidcaller can extend the reach of one melee weapon by 5 feet, increase the range increment of any ranged weapon by 30 feet, or of any thrown weapon by 10 feet until the end of their turn. This cannot be selected until 9th level. 

Vindictive. A vindictive weapon strikes back at any enemies who harm the voidcaller, automatically dealing 1d4 points of force damage to the foe per attack that successfully damages the voidcaller. This cannot be selected until 9th level. 

15th Level Qualities 

Dismissive. Whenever the voidcaller lands a hit, they may attempt to dispel a magical effect benefitting an enemy. The voidcaller makes a targeted dispel check as if using the spell "Dispel Magic", using their voidcaller level as their caster level. This can be done once per draw. This cannot be selected until 15th level. 

Shields 

3rd Level Qualities 

Absorbent. While holding an absorbent shield, the voidcaller's shield can absorb up to 5 points of either fire, lighting, thunder, cold, poison, or acid damage once per draw. The voidcaller can change which energy type is absorbed by the shield each time the shield is drawn. At 9th and 15th level, the shield absorbs an additional 5 points of damage per draw. 

Adhering. When making an attack with their shield, the voidcaller may choose to have their shield stick to the opponent if the attack lands. While the shield is stuck to the target, they will have to make a contested Strength check to move, and on a success they can only move half-speed, and they move the voidcaller with them. The voidcaller also must make a Strength check to move, but may have the shield unstick from the opponent without taking an action. Likewise, the opponent can remove the shield using their action. When targeting each other, both the voidcaller and their target have disadvantage on attack rolls made with any weapon other than simple light weapons and reach weapons become useless. 

Defending. As a reaction, the voidcaller may draw quintessence to double their shield's bonus to armor class, and the bonus lasts until the beginning of the voidcaller's next turn. This can be done a number of times equal to the voidcaller's proficiency bonus per draw. 

Magnetic. Whenever a spell is targeted at an ally within 30 feet, the voidcaller may attempt to redirect the spell toward themselves as a reaction. The voidcaller must be a valid target of the spell for this effect. This can be done a number of times equal to the voidcaller's proficiency bonus per draw. The spellcaster must make an ability check using their spellcasting ability with a DC equal to the voidcaller's saving throw DC. If the spellcaster fails this check, the sole target of the spell becomes the voidcaller. The voidcaller has disadvantage on any saving throws versus the effects of the redirected spell. If the spell is an area of effect spell, the voidcaller can limit the range of effect to themselves, but the voidcaller gets no saving throw versus the spell's effect and their shield is destroyed. 

9th Level Qualities 

Blocking. As a bonus action, the voidcaller can command their shield to rapidly increase in size, growing two size categories larger. The shield immediately anchors to the ground and remains there until the effect is dismissed by the voidcaller or the shield is broken. Standing entirely behind the shield provides total cover to small creatures, ? cover to medium creatures, and ? cover to large creatures. With a move action, the voidcaller can rotate the shield to face any direction. While the shield is in this form, it does not provide the normal benefit to the voidcaller's armor class. This cannot be selected until 9th level. 

Cloaking. As an action, the voidcaller can turn their shield into a mass of darkness. The shield becomes pitch black in color and dims any light within 15 feet of it. Any creature who can see the shield has disadvantage on Perception checks to notice creatures within 15 feet of the shield. This cannot be selected until 9th level. 

Homing. As an action, the voidcaller may throw their shield at nearby enemies. The shield can strike any creature within 60 feet. The voidcaller rolls a thrown weapon attack for the shield against one target of their choice. Once the shield returns to the voidcaller, it can recall which target it struck, and the voidcaller gains advantage on attack rolls with their shield versus that target during the following round. At 15th level, the target must make a Dexterity saving throw or be shoved backward 5 feet from the impact of the shield. This cannot be selected until 9th level. 

Taunting. Voidcallers with a taunting shield can force any creature they damage with an attack to make a Wisdom saving throw or take a penalty to attacking creatures other than the voidcaller for 1 round. Any creature that fails its saving throw has disadvantage on attacking creatures other than the voidcaller. Creatures can be affected by a taunting shield once for every round they take damage from the voidcaller's attacks, but the effects do not stack. At 15th level, whenever the target attempts to attack a creature other than the voidcaller, if it had previously failed the Wisdom saving throw, it immediately takes 4d4 psychic damage. This cannot be selected until 9th level. 

15th Level Qualities 

Repelling. When the voidcaller applies this quality to a quintessence shield, they choose one creature type, such as fiend, fey, dragon, etc. This choice can be changed each time the shield is drawn. If a creature of that type approaches within 15 feet of the shield, it must make a Wisdom saving throw. On a failure, that creature can move no closer to the voidcaller. The creature can reroll this save at the end of each of its turns. If the voidcaller is still within reach, the creature has disadvantage on all attack rolls against the voidcaller. If the creature succeeds its save to enter the radius, it must make an additional Constitution saving throw. On a failure, the creature is staggered for as long as it remains within the 15 foot area. The creature can reroll this saving throw at the end of each of its turns. This cannot be selected until 15th level. 

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Trenchant Draw

At 6th level, the voidcaller becomes increasingly intune with their quintessence weapons and shields. Drawn weapons and shields are considered magical for the purposes of overcoming resistance and immunity to non-magical damage. 

Primeval Origin Feature

At 6th level, you gain a feature granted by your Primeval Origin. 

Ability Score Improvement

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Primeval Origin Feature

At 10th level, you gain a feature granted by your Primeval Origin. 

Weakening Strike

Starting at 11th level, once per turn when a voidcaller damages a creature with their Forceful Strike, the target creature must make a Constitution saving throw or become fatigued for the next minute. The affected target can reroll their saving throw at the end of each of their turns. 

Ability Score Improvement

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Primeval Origin Feature

At 14th level, you gain a feature granted by your Primeval Origin.

Ability Score Improvement

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Improved Weakening Strike

Starting at 17th level, once per turn when a voidcaller damages a creature with their Forceful Strike, the target creature must make a Constitution saving throw or suffer one level of exhaustion for 1 minute and gain the fatigued condition for 1 hour thereafter. On a successful save, the creature is instead fatigued for 1 minute. This effect stacks with other sources of exhaustion and with itself. 

Ability Score Improvement

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Fountain of Chaos

At 20th level, once per day, when you roll for initiative, you regain all spent uses of your quintessence draw ability. 

Primeval Origins 

Each voidcaller's connection to the Maelstrom was unveiled in different ways. These origins describe how the voidcaller's powers came to be, and how they manifest themselves. 

Origin of the Chaos-Favored 

Perhaps the most common manifestation of quintessence is in a particularly lucky moment, where the voidcaller would otherwise have faced gruesome consequences had they not unlocked their quintessence in such a timely manner. Some voidcallers continue to live on the edge, counting on their quintessence to save them just in the nick of time. 

Titled Odds 

At 3rd level, once per long rest, whenever the voidcaller makes an opposed check, they may add their proficiency bonus to the roll (or twice their proficiency bonus if they are already proficient). 

Lucky Break 

At 6th level, whenever the voidcaller is targeted by an attack of opportunity, they may draw quintessence as a reaction to force the opponent to reroll their attack. 

Mad Gamble 

At 10th level, the voidcaller may draw quintessence to target any creature within 30 feet. If that creature fails a Wisdom saving throw, they will become unable to control their own actions. The chaotic will of the quintessence will take over, and the target will become confused (as the spell "Confusion") for 1 minute. Each round, at the end of the target's turn, they may reattempt their saving throw. 

Guided By Chaos 

At 14th level, the voidcaller can always act while incapciated, excluding being petrified, unconscious, or dead. However, the voidcaller must attack the closest visible creature to their full extent until the condition is removed. If there are multiple creatures within the same distance to the voidcaller, the target is determined randomly.

Origin of the Keeper 

Quintessence is capable of much more than inflicting harm. Some voidcallers unlocked their powers defending a loved one, or even a stranger, from great peril, and at great risk to themselves. 

Improved Defense 

Beginning when you choose your archetype at 3rd level, you may use your reaction to increase your armor class by 1 until the beginning of your next turn. You can do this once per day, or until you finish a short or long rest. This bonus increases by 1 at levels 8, 13, and 17 to a maximum of +4. 

Bracing Maneuver

At 6th level, whenever the voidcaller is holding a quintessence shield, they gain advantage on checks to avoid being grappled, tripped, or shoved. 

Swift Recovery 

At 10th level, the voidcaller may expend any number of remaining draws as a bonus action to regain a number of hit points equal to 5 x the number of draws expended.

Safeguarding Shield 

At 14th level, whenever a voidcaller's ally is hit with an attack, the voidcaller may draw quintessence as a reaction to immediately teleport their quintessence shield in front of their ally, granting that ally a +2 bonus to AC, even if they have a shield of their own. The shield floats in the air and moves of its own accord, and the voidcaller can activate any effect tied to the quintessence shield so long as it is within 60 feet. The voidcaller can recall the shield to themselves as a bonus action.  

Origin of the Plane Walker 

Some voidcallers first discovered their powers in a moment of life or death, and were pulled into the Maelstrom, saving them from a mortal blow or fatal fall. These voidcallers have learned how to shift more easily between planes using their quintessence. 

Secret Pocket 

At 3rd level, the voidcaller can draw quintessence to create an extradimensional pocket only they can access. This pocket is a flexible space and is able to hold up to 30 pounds of objects no more than 5 feet across. Creatures cannot enter the pocket. Once the pocket is drawn, objects can be stored in or retrieved from the pocket by the voidcaller as an action. To everyone except the voidcaller, the pocket is invisible. The pocket moves with the voidcaller for the duration of the draw. If items remain in the pocket when the voidcaller's draw expires, they are safely tucked away but inaccessible until the voidcaller draws the pocket again. 

Boosted Step 

At 6th level, the voicaller can draw quintessence to increase their base movement speed by 10 feet. At 10th level, the bonus increases to 20 feet, then to 30ft at 14th level. 

Phase Walk 

At 10th level, the voidcaller can temporarily hold their bodies between planes. The voidcaller can draw quintessence to continuously shift their body between the Material and Ethereal plane for 10 minutes. This allows the voidcaller to pass through solid objects. While performing the phase walk, the voidcaller can move 60 feet per round in any direction. The voidcaller is visible, but appears translucent and flickering, and gains a bonus to Stealth checks equal to half their voidcaller level. In this form, the voidcaller can only momentarily interact with objects, and cannot wield any kind of weapon or shield, but is able to quickly move items or open doors. 

Additionally, attacks against the voidcaller have disadvantage, but if they are damaged, the voidcaller immediately drops the phase walk. If the duration of the phase walk ends while the voidcaller is within a surface, they are immediately ejected to an open space and take 1d6 points of force damage per 5 feet of material they move through. 

Warding Teleport 

At 14th level, when targeted by an attack that would reduce the voidcaller to 0 or fewer hit points, the voidcaller can expend one use of their draw ability to pull themselves into the Maelstrom with their reaction. At the beginning of the voidcaller's following turn, the voidcaller returns to the Material plane, landing in an unoccupied space 1d6 x 5 feet from where they teleported, and the direction is determined by a d8. Any effect that blocks teleportation blocks this ability. This ability can be used once per long rest. 

Origin of the Voidwyrm 

Rarely, a voidcaller will unlock quintessence through an innate power in their blood granted through draconic heritage. These voidcallers manifest a peculiar, but powerful brand of quintessence that reflects this ancestry. 

Blood of Dragons 

Beginning when you choose your archetype at 3rd level, you may add Draconic to your list of known languages if you do not already know it. Additionally, depending on which color dragon you can tie your heritage back to, you gain different benefits. 

Red.  Those with red dragon blood may add half their proficiency bonus to Perception checks and treat areas obscured by smoke as though they were clear. 

Blue. Those with blue dragon blood may add half their proficiency bonus to Deception checks and can perfectly mimic another person or creature's voice or sounds. Any who hear the mimicked sounds find them indistinguishable from the real thing, but may still pick up on tonal inconsistencies or an unusual speech pattern that would arouse suspicion. 

Black. Those with black dragon blood may add half their proficiency bonus to Athletics checks and gain a swim speed equal to their walking speed. The voidcaller can breathe underwater for a number of minutes equal to 5 x their Constitution modifier (minimum 1 minute), and take no penalties to wielding quintessence weapons underwater. 

White. Those with white dragon blood may add half their proficiency bonus to Survival checks and do not consider ice or snow as difficult terrain. 

Green. Those with green dragon blood may add half their proficiency bonus to Stealth checks. Difficult terrain caused by non-magical forest undergrowth does not count as difficult terrain for the voidcaller. 

Brass. Those with brass dragon blood can add half their proficiency bonus to saving throws against illusion spells. 

Bronze. Those with bronze dragon blood can add half their proficiency bonus to saving throws against enchantment spells. 

Copper. Those with bronze dragon blood can add half their proficiency bonus to saving throws against evocation spells. 

Gold. Those with gold dragon blood can add half their proficiency bonus to saving throws against transmutation spells. 

Silver. Those with silver dragon blood can add half their proficiency bonus to saving throws against necromancy spells. 

Chromatic Aura 

At 6th level, whenever the voidcaller draws quintessence, they may also activate an aura around themselves with a radius of 5 feet. The aura can be dropped without using an action, but more quintessence must be drawn to restart it. Any creature who ends their turn within the aura automatically takes 1d4 points of damage of a type matching the voidcaller's draconic heritage. 

Chromatic Aura

Color

Damage Type

Red

Fire

Blue

Lightning

Black

Acid

White

Cold

Green

Poison

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Silver

Cold

Wings of the Dragon 

At 10th level, the voidcaller may draw quintessence to give themselves a fly speed equal to half their walking speed. 

Chromatic Surge 

At 14th level, whenever the voidcaller's chromatic aura is activated, they may use their action and expend an additional draw to have the aura surge with power. In a 10ft radius, all creatures of the voidcaller's choosing within the aura must make a Dexterity saving throw or take 10d4 points of a damage type matching the voidcaller's aura. Once this ability has been used, the voidcaller's aura ends. This ability can be used once per short rest.

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