Homebrew
Voidborn are ancient beings shaped by the gods from the primordial Void—the endless nothingness that existed before creation itself. They are not truly alive in the mortal sense, but rather manifestations of absence given form, walking paradoxes that defy the natural laws of the world. Though most Voidborn appear roughly humanoid, something about them is always wrong: their bodies feel unnaturally heavy, their movements slightly delayed or distorted, and their very presence seems to bend reality around them.
Their forms resemble living shadows or fragments of a starless sky, with edges that blur and shift as if they are not fully anchored in existence. Their eyes are perhaps their most unsettling feature—endless voids that seem to pull in light, thought, and attention. To look into them is to glimpse something infinite and empty, a sensation both mesmerizing and deeply terrifying.
Voidborn do not breathe, hunger, or tire. They feel no need for sustenance, yet many choose to eat and experience the world out of curiosity rather than necessity. They do not truly feel pain as mortals do—only disruption to their form. Around them, the world grows quieter, heavier, and less certain, as if reality itself struggles to tolerate their presence.
Despite their shared origin, Voidborn vary greatly depending on their rank and power. Lesser Voidborn may pass as nearly human, with only subtle distortions betraying their nature. More powerful ones become increasingly alien, their bodies shifting into unnatural shapes, growing additional limbs, or manifesting wings and extensions formed from pure void energy. At the pinnacle of their kind stand the Voidlords—towering, godlike entities whose forms are no longer bound by humanoid structure. These beings radiate cosmic power, warping gravity, space, and perception simply by existing.
Voidborn are not inherently evil, but they are profoundly alien in thought and purpose. They do not see the world through the lens of morality, but rather through balance, absence, and inevitability. Some act as observers, others as agents of forgotten divine intent, and a rare few develop their own sense of individuality, curiosity, or even connection to mortal life.
To play a Voidborn is to take on the role of something that does not fully belong in reality—a being walking the line between existence and nothingness. Whether you embrace your origin as a force beyond mortal understanding or struggle to find meaning among those bound by life and death, a Voidborn offers a unique experience: immense power, unsettling presence, and the constant question of what it truly means to exist when you were born from the absence of everything.
Gaze of the Void:
Voidborns have 120 ft darkvision and 30 ft truesight. If someone looks into their eyes, they have to pass a Wisdom saving throw against the Voidborn (DC = 8 + proficiency bonus + Wisdom modifier). This is because when you look into their eyes, you see the void itself, mesmerizing anyone who gazes into it. On a failed save, they become paralyzed by the mesmerizing sight. This save has to be made only once against the Voidborn; until the next long rest, the save is not required again.
Pureness of the Void:
Voidborns don’t have to breathe, eat, or drink, but they can still taste and enjoy eating.
Mass of the Void:
Voidborns are the size of a human and look mostly humanoid, but they are made out of the void itself, making them about 20 times heavier than a normal human. This makes them look strong even when they aren’t (average: 1500 kg / 3300 lbs).
Voidic Resistance:
Voidborns are resistant to force damage and nonmagical bludgeoning damage.
Voidclaw:
At the beginning of level 1, Voidborns are able to create an anomaly around their touch, dealing 1d8 + Wisdom modifier damage to the target. This ability can be used a number of times equal to the sum of the Voidborn’s level and proficiency bonus. Using the ability is at-will after a successful hit (similar to Sneak Attack for a Rogue). As the Voidborn levels up, the damage increases like a cantrip:
Touch of the Void:
At the beginning of level 5, the Voidborn can materialize the void itself, summoning a fraction of it. By touching someone with this empowered touch, the target immediately has its level or CR reduced by 1d4 until the next long rest. This can be used once per creature. The ability can be used once per long rest.
At level 10, it gains another charge per long rest (2/long rest). At level 15, it gains another, and at level 20 it has 4 charges, and the die changes to 1d6.
Void Beetles:
At the beginning of level 5, the Voidborn can open a small rift, summoning a number of Void Beetles equal to its proficiency bonus. The beetles act on the next turn, doing only one thing: moving near an enemy and exploding, dealing 1d12 force damage in a 5 ft radius.
1/short rest.
Void Cannon:
At the beginning of level 10, the Voidborn can start collecting energy by concentrating on it, and upon release, it shoots a gigantic void-empowered laser beam, dealing (turns charged × 2d10) force damage. Targets can make a Dexterity save for half damage, unless the Voidborn collected energy for over 5 turns (10d10), in which case the damage cannot be halved. The ability has 200ft range.
If the Voidborn is interrupted while concentrating, the energy is lost and explodes in a 20 ft radius, dealing half the damage the beam would have originally dealt. The Voidborn takes half of that damage.
1/long rest.
Soldier of the Void:
At the beginning of level 15, Voidclaw gains infinite uses, and the Voidborn can open a pocket dimension where they can store items and whatever they wish. In this pocket dimension, there is no air, meaning suffocation for anyone entering it who needs to breathe.
Voidlord:
At the beginning of level 20, the Voidborn gains the title “Voidlord” in their name. This title grants an area effect centered on them, allowing them to increase the strength of gravity. Everyone within a 20 ft radius must make a Strength saving throw (8 + proficiency bonus + Wisdom modifier).
On a failed save, they are unable to walk or attack. On the next turn, they must make 5 Constitution saving throws—one for each of their following body parts (2 arms, 2 legs, spine). On a failed save, the body part breaks, dealing 25% of their maximum health as damage. If the spine breaks, they take 50% of their maximum health as damage.
If the spine breaks, they are completely paralyzed and unable to even speak until they are healed or complete a long rest.
Gate from Void:
At the beginning of level 20, the Voidborn gains the ability to open a gate to the void, summoning void creatures. The summon is determined by a d100 roll:
The summoned entities remain until they are defeated in battle or disappear shortly after combat ends.
| +12 | Expertise Bonus | |
| +6 | Proficiency Bonus |
| +8 | Strength | |
| +13 | Dexterity | |
| +11 | Constitution | |
| +6 | Intelligence | |
| +13 | Wisdom | |
| +5 | Charisma |
| +13 | Acrobatics | DEX | |
| +7 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +2 | Athletics | STR | |
| -1 | Deception | CHA | |
| +0 | History | INT | |
| +13 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +7 | Medicine | WIS | |
| +0 | Nature | INT | |
| +7 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +7 | Sleight of Hand | DEX | |
| +7 | Stealth | DEX | |
| +7 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Fist | +13 | DEX | 1d12+7 | ||
| Voidclaw | +7 | WIS | 4d8 |
Multiattack: 2
Darkvision: 120ft
Truesight: 30ft
Resistance:Force, non-magical bludgening
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
When you’re subjected to an effect that allows you to make a 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.
You don’t benefit from this feature if you have the Incapacitated condition.
While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense.When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind.When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. Upon a failed constitution save the target dies instantly or if it succed it takes 10d12 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.