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Voidsmith Tinkerer

In the world of Crusaders, where epic battles between light and darkness rage on, a new subclass of artisans emerged known as Voidsmiths. These masterful artificers and tinkerers possess an innate understanding of the mysterious and potent energies of the Void. Through their unique craftsmanship and harnessing of the Void, they become formidable allies on the side of the Crusaders.


Origins of the Voidsmiths:

Long ago, during a cataclysmic event known as the Sundering, a fracture appeared in the fabric of reality. This rupture unleashed the raw power of the Void, an enigmatic and dark force that seeped into the world. Most feared and shunned the Void, but a few visionary artisans embraced it, sensing its untapped potential. These pioneers delved into the secrets of the Void, discovering ways to wield its energy and shape it to their will. Thus, the Voidsmiths were born.


Mastery of the Void:

Voidsmiths spend years honing their craft, delving into forbidden knowledge, and forging a deep connection with the Void. They seek out forgotten tomes, hidden ruins, and ancient artifacts, unraveling the mysteries of the Void and its influence on the world. Through rigorous training and their natural affinity for mechanics and invention, Voidsmiths learn to manipulate and channel the raw essence of the Void.


Voidforged Creations:

One of the defining aspects of a Voidsmith's prowess is their ability to infuse their creations with the power of the Void. Using rare and exotic materials, they craft intricate weapons, ingenious gadgets, and awe-inspiring artifacts. These Voidforged creations exhibit unique properties and harness the chaotic energy of the Void. They can rend the fabric of reality, disrupt magical barriers, and unleash devastating forces upon their enemies.


Harbingers of Balance:

While the Void is often associated with darkness and destruction, Voidsmiths believe in harnessing its power for the greater good. They walk a fine line between creation and destruction, using the Void's energies to maintain balance in the ongoing conflict between light and darkness. Through their inventions and ingenious contraptions, they aid the Crusaders in their tireless fight against the encroaching forces of evil.


The Voidsmith's Arsenal:

Voidsmiths possess a diverse arsenal of tools and devices tailored to their unique abilities. They wield Void-infused hammers, staves, and swords that can channel the Void's energy to strike with increased potency. Their armor incorporates resilient materials and intricate enchantments that protect them from the corrupting influences of the Void. They also create intricate gadgets like Void grenades, energy shields, and teleportation devices, empowering their allies and confounding their enemies on the battlefield.


The Voidsmith's Journey:

Becoming a Voidsmith is a lifelong commitment and a perilous journey. Prospective Voidsmiths must undergo rigorous apprenticeships under experienced mentors, venturing into treacherous realms where the Void's influence is strongest. They face harrowing trials, battling against the darkness that seeks to corrupt and consume them. Only those who emerge triumphant, with a deep understanding of the Void's nature and the resilience to resist its temptations, are deemed worthy to bear the title of Voidsmith.


In the ongoing war between light and darkness, Voidsmiths stand as a beacon of ingenuity and hope. With their mastery of Voidforged creations and their unwavering dedication to balance, they shape the course of battles and aid the Crusaders in their quest for peace and harmony. Their enigmatic powers and relentless pursuit of knowledge make them both respected and feared, ensuring their place as legends in the annals of Crusaders' history.

Voidsmith Tinkerer Features

Level 1

Void Familiar

At 1st level, you forge a symbiotic bond with a small or tiny shadow creature from the void. This creature simply phases out of existence before it can take damage and does not have a stat block and has a movement speed of 30 feet. However, it cannot retrieve items and is blind when it is more than 120 feet away from you. This creature acts as their familiar, aiding them in combat and granting unique benefits.


On your turn, the void familiar can provide advantage on an attack roll, advantage on a skill check, grant temporary hit points equal to 1d8 + your SM, or you can cast spells from their position.


When you cast a spell, you can make a Survival skill check (once per round).


The damage increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), 14th level (4d8), and 18th level (5d8).

Level 3

Riftwalk

At 3rd level, once per round, on your turn you can teleport up to 30 feet to an unoccupied space you can see. Your next attack deals 1d8 additional Cosmic damage.


The damage increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), 14th level (4d8), and 18th level (5d8).

Level 7

Umbral Shield

At 7th level, once every 7 rounds as a reaction you can create an void barrier to protect you and an ally within 60 feet. Until the start of your next turn, you and your ally have a +5 bonus to AC, including against the triggering attack, and the creature has have immunity to Dark damage.


Your umbral shield round count decreases when you reach 10th level (5), 14th level (3), and 18th level (Every Round).

Level 11

Phasing

At 11th level, when you make a successful stealth check while in dim light or darkness, you are invisible until the start of your next turn.


While invisible in this way creatures cannot make skill checks against you, and When you are subjected to a spell or effect that allows you to make a Strength or Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Creatures that can see you with devil's sight or ethereal sight suffer no penalties.

Level 15

Voidgate

At 15th level, you have a flying, swimming, and climbing speed equal to your walking speed. On your turn, you can create a voidgate within 30 feet of you that allows creatures who enter to move up to 300 feet to a point you can see within range. The gate closes at the start of your turn leaving any creatures behind allowing you to open a new gate at the start of your turn.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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