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T
he Void Knights employ fighting techniques On a failure, they take 6d6 force damage and if this
developed by the knights of Castilla, a damage causes them to make a constitution saving throw to
superstitious nation fearful of magic arcane maintain concentration on a spell, they make that constitution
and divine. Their knights emboy unwavering saving throw with disadvantage. On a success they take half
resolve and dedication and are tasked with the damage and suffer no other effects. You can use this feature
protection of their people from the perils of once per short rest.
magic.
Clad in obsidian armor with intricate protective runes, they �������
are capable of deflecting and countering even the most potent
Also at 10th level, you learn the Silence spell and you can
of spells. And when they do so, they store the absorbed magic
cast it once per long rest with this feature.
to enhance their own attacks, retaliating fiercefully. Trained
in identifying and neutralizing aetherial threads, they strike
fear into the hearts of all spellcasters - their existense
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threatens the very fabric of magic. At 15th level, you learn the Protection from Energy and Circle
Legends recount battles where mighty fireballs fizzled out, of Power spells and you can cast each of those spells once
illusions crumbled, and protective barriers shattered under per long rest with this feature.
the indomitable force of the Void Knights. To face a Void Also, beginning at 15th level, you have Advantage on ability
Knight is to be plunged into a realm of uncertainty, where the checks made when casting Dispel Magic and Counterspell
once-reliable power of magic is turned into mere children's with your Void Absorption feature.
tricks.
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������������� At 18th level, you learn the Antimagic Field spell and you can
Using features of this subclass, you can accumulate runic cast it with this feature once per long rest. Immediately when
charges. The maximum number of Runic Charges you can casting this spell with this feature and at the beginning of
have at any time is equal to your proficiency bonus. When each of your subsequent turns while maintaining
finishing a long rest, your number of runic charges is reset to concentration on this spell, you gain a number runic charge
0. equal to the number of spells and magic effects suppressed
by the Antimagic Field at that point (max. 3).
����������� Additionally, beginning at 18th level, your Runic Blast
feature can be used an unlimited number of times.
Beginning at 3rd level, when you successfully hit a creature
with a weapon attack, you can expend any number of runic
charges to imbue your weapon with runic energy and inflict
1d8 additional force damage for each charge expended.

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At 3rd level you learn the Shield spell and you can cast it with
this feature a number of times per long rest equal to your
proficiency bonus (min. 2). Whenever you cast the Shield
spell triggered by a spell attack or the Magic Missile spell, you
gain 1 runic charge.

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At 7th level you learn the Dispel Magic and Counterspell
spells and you can cast each of them a number of times per
long rest equal to half your proficiency bonus (rounded up,
min. 1) using Constitution as your spellcasting ability.
When casting either spell with this feature, its level is equal
to your proficiency bonus and you gain 1 runic charge if you
successfully negate a spell or magic effect with this feature.

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Beginning at 10th level, you can use an action and expend 3
runic charge to send out a blade of condensed energy that
blasts a 30 ft. long cone in front of you. Creatures in that area
must make a Dexterity saving throw against a DC of 8 +
proficiency bonus + your constitution modifier.

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