The stars of Pash-Mara
lvl 01: Void Form – Use reaction to take half damage from any source.
lvl 02: Gravity Lapse – Remove gravity from an 15 ft radius area, causing all creatures in the area to float into the air. On your next turn, force enemies to plummet back to the ground, causing 2d10 + cleric level on a failed Dexterity saving throw. Take half damage on a successful save.
lvl 06: Touch of the Void – Blast all creatures within a 15 foot cone in front of you with void energy, forcing them to confront the vastness of the space. All creatures must make a dexterity saving throw or take 3d8 void damage, taking half damage on a successful save. If the save is unsuccessful, target must succeed on a wisdom saving throw or be feared for 1 minute.
lvl 08: Void Ammunition – Add your wisdom modifier as void damage to any weapon attack utilizing ammunition.
lvl 17: Unyielding Void – Void form is now unending and you take half damage from all non-magical sources.
Void Pillar A pillar of darkness descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 void damage. If the target succeeds the saving throw, take half damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Swallowed by the Void
Cause any small object to be swallowed into darkness and disappear from the game. The item cannot be retrieved or detected. Blank Slate
Mental effect – Eliminate any magical effect or concentration from the target. An unwilling target must make a Wisdom save or suffer the effects of the spell.
You manipulate gravity for two creatures of your choice within 10 feet of each other that you can see. The targets must succeed on a Strength saving throw or be pulled up to 5 feet in a straight line toward each other. If the creatures strike each other, they then take 1d8 force damage on impact. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a momentary burst of darkness around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 psychic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
All domains have two concept-related spells from the 1st, 3rd, 5th, 7th, and 9th spell levels. These are considered “Always Prepared”. These spells can be from any school or class restriction.
Character lvl 01 — 1st
Embrace of the Void – Target creature turns into a writhing mass of shadow for 1 turn. All damage is halved, but the creature is unable to use the attack action and has half movement.
Implosion – Make a ranged attack on a target creature. On hit, a black hole is summoned inside the target creature, dealing 3d8 damage. If this attack kills the target, the enemies remains are sucked into the void, causing fear to enemies within 10 feet of the target creature on a failed wisdom save.
Character lvl 03 — 2nd
Still Mind – Choose a target that you can see. The creature’s mind is stilled and gains resistance to mental effects, gaining advantage on spell saving throws.
Gravity Purge – Concentration, up to 10 minutes. Cause an area of a 20 foot radius to lose gravitational effects. All creatures within the area and entering the area immediately become weightless.
Character lvl 05 — 3rd
Void Crash – A dark orb forms at the target location, forcing all creatures within a 20 foot radius sphere a maximum of 10 feet towards the target location. Each creature that collides with an object must make a dexterity saving throw. Target takes 8D6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1D6 for each slot l*evel above 3rd.*
Emptiness – Bring the void to targeted creature. Target creature must make a dexterity saving throw or face the emptiness of space. On a failed dexterity save, target cannot take any actions until your next turn and is locked in the void, taking 5d8 cold damage.
Character lvl 07
- 4th -
Gravity Surge – Greatly strengthen gravity in a 20 ft radius sphere, turning the selected area into difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 force damage and be knocked prone until the next turn. A creature that starts its turn in the area and is prone can use its action to make a Strength check against your spell save DC. On a success, it gets up. On fail, the creature stays prone.