He doesn’t panic. He never panics, not even when he is alone among the enemy, seared by the fire of countless Cabal slug throwers and projection rifles, not even when his shields have failed and he is moments from death.
Perhaps death should frighten him more—the nothingness of it. It frightens the others. He does not know what they feel in that between-place, when the body is gone but the Ghost lingers. Perhaps they, like him, dream. Perhaps they, unlike him, fear those dreams.
A poor metaphor: dying is not like dreaming. Dreams are not real, and death is real. Death is everywhere, unavoidable, the final door beyond which the last secrets of this second life may be locked. Someday, he will open that door and walk through it—but not today.
A strike from his open palm reduces a psion into its constituent atoms, and life floods into him. It is fitting, he thinks, as he turns and destroys another enemy, heady with power and the sweet nectar of existence, that death brought him here, and that death sustains him now. He kills and he kills, and with each death he is nourished, made whole, made greater.
There is much to learn from death, even if the Cabal he has destroyed—that he will destroy with the crackling sphere of void Light he has summoned into being—will not appreciate the lesson. He is not the first to understand this: death is both a tool and the sharpening of a sword, both a means to an end and an end in itself. No, he has no reason to fear death, not when death has given him so much. Death is a process, and it consumes endlessly and indiscriminately.
He is merely a student of death. But he is adept at taking notes.

Power of Nothingness
Many Warlocks contend knowledge can potentially be as dangerous as beneficial, and thus certain lines of inquiry and certain domains of ideas are best left unexplored. However, Voidwalkers step where others fear to tread, and would know anything and everything there is to know, even if some knowledge comes at a cost. Fearless—some say heedless—of the dangers of deep communion with the energies of the void, these Warlocks will not suffer to be kept from any learning or any power that might aid their pursuit of more profound understanding.
No Question Unasked
Those Risen driven to Warlock disciplines by an impulsive hunger for knowledge often become Voidwalkers. They do not see themselves as meddling with dark powers or particularly bent on obtaining forbidden arcana, but rather as compelled to ask every question and face each answer, no matter how dire the truth may turn out to be. Not all undertake this commitment to abyss-gazing without ill effects: what many Voidwalkers learn weighs heavily upon them, and some may begin to lose their grip on reality when they have peered deeply enough into what reality really is.
Recommended Exotics
Weapons: Invective, Tlaloc
Armor: Astrocyte Verse, Chromatic Fire
Class Features
As a voidwalker, your superclass is Warlock and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Total Marks | Power Level |
|---|---|---|---|---|
| 1st | +2 | Enhanced Power, Tactical Power | — | 1st |
| 2nd | +2 | Marked by the Void, Void Grenade Powers • List of Marks | 1 | 1st |
| 3rd | +2 | Super Power, Voidwalker Harbinger • Harbinger of Destruction • Harbinger of Knowledge • Harbinger of Chaos –> Chaos Table | 2 | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 2 | 1st |
| 5th | +3 | Archetype Feature | 2 | 2nd |
| 6th | +3 | — | 3 | 2nd |
| 7th | +3 | Aspects of the Voidwalker | 3 | 2nd |
| 8th | +3 | Ability Score Increase | 3 | 2nd |
| 9th | +4 | — | 4 | 3rd |
| 10th | +4 | Ability Score Increase | 4 | 3rd |
| 11th | +4 | Archetype Feature | 4 | 3rd |
| 12th | +4 | Ability Score Increase | 5 | 3rd |
| 13th | +5 | Scarred by the Void | 5 | 4th |
| 14th | +5 | Additional Aspect | 5 | 4th |
| 15th | +5 | — | 6 | 4th |
| 16th | +5 | Ability Score Increase | 6 | 4th |
| 17th | +6 | Adept of Light | 6 | 5th |
| 18th | +6 | Archetype Feature | 7 | 5th |
| 19th | +6 | Ability Score Increase | 7 | 5th |
| 20th | +6 | Mastery of the Void | 7 | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d6
Shield recharge roll: (1d6 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 6
Shield points at higher levels: add 4 (or 1d6) for each level after first
Health points at 1st level: 6 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Light
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: small blades, standard blades
- Martial Ranged Weapons: combat bows
- Simple Firearms: all
- Martial Firearms: breech grenade launchers, fusion rifles, light machine guns, linear fusion rifles, shotguns, trace rifles
Saving Throws: Intelligence and (Choose Dexterity or Constitution)
Skills: One Intelligence-based skill of your choice, and any two other skills of your choice
Power Stats
Power ability score: Intelligence
Power modifier: your Intelligence modifier
Power level: see voidwalker class table
Power save DC: 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier: your proficiency bonus + your Intelligence modifier
Power saving throw: make an Intelligence saving throw
Warlock’s Prowess
As a Risen Warlock, you are proficient in the Arcana skill. Additionally, your control over the Power you channel allows you to carefully craft the range of its effects. You may give a number of creatures equal to 1 + your Power modifier immunity against the damage and effects of your Powers whenever you cast them (minimum 1 creature). You must choose which creatures receive this benefit when you cast a Power, but you may change which creatures receive this benefit on your turn.
Also, when performing a standing jump, you can extend the distance of your jump by a number of feet equal to your Power modifier, or twice as much when performing a running jump. You must become grounded before you can extend a jump’s distance in this way again. It still costs 1 foot of movement for every foot you jump, as normal.
Enhanced Power
Even at 1st level, you already understand some of the deeper workings of the Traveler’s Light, and can manipulate it more subtly than others. When you cast a Power and roll a 1 or a 2 on any of the dice in the damage or healing roll, you may choose to re-roll those dice once. You must use the new rolls, even if they are 1s or 2s.
Tactical Power
At 1st level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.
Energy Drain
Casting Time and Type: 1 action, tactical Power
Reach: equal to the reach of your unarmed strikes
Recharge die and score: d6, 5+
Duration: Instantaneous
With a free hand, you lash out with your Light at a target within reach. The target must make a Dexterity saving throw, taking 2d6 void damage on a failed save, or half as much on a success.
At Higher Levels. The damage of this Power increases by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Pocket Singularity
Casting Time and Type: 1 attack, tactical Power
Range: 20 feet
Recharge die and score: d6, 6+
Duration: Instantaneous
You thrust a free hand forward and launch a ball of void Light at a target within range. Make a ranged Power attack roll. On a hit, the target takes 1d6 + your Power modifier in void damage and is either pushed back 5 feet or knocked Prone, your choice.
At Higher Levels. The amount of dice you roll for damage with this Power increases by one at 5th level (2d6), 11th level (3d6), and again at 17th level (4d6).
Marked by the Void
After reaching 2nd level, the first time you complete a long rest in which you sleep or meditate, the void reaches out to you, resonating with your Light. Perhaps you are visited by visions of greatness, or perhaps you dream of drowning in an incomprehensibly dark and cold lake. Perhaps you wake with a scream. Perhaps you wake in a cold sweat. Or maybe you wake with only the quiet realization of what you will become. However the void reaches for you, it leaves you irrevocably marked by its presence.
You gain one Mark of the Void of your choice, the options for which are detailed at the end of this class description. When you gain certain voidwalker levels, you gain additional Marks of your choice, as shown in the Total Marks column of the voidwalker table. Furthermore, when you gain a level in this class, you can choose one of the Marks you have and replace it with another Mark that you could get at your level.
Prerequisites. If you do not meet the prerequisite for a Mark, you do not gain its benefits, even if it is a Mark you have.
Pinnacle Marks. Some Marks of the Void are noted as Pinnacle Marks. You can only have one Pinnacle Mark at a time.
Prohibited Marks and Features. You are barred from selecting certain Marks of the Void if you also have one of the listed prohibited Marks or features.
Void Grenade Powers
At 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Axion grenade Power now, as well as any two other void grenade Powers of your choice. Void grenade Powers are listed at the start of this chapter. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the void grenade Power list.
Axion Grenade
Casting Time and Type: 1 action, grenade Power
Range: self
Recharge die and score: d8, 6+
Duration: Instantaneous
You release a void-crafted axion seeker. This seeker will attempt to detect and then fly up to 40 feet toward the nearest creature hostile to you, even if you are not aware of the creature yourself. If the axion seeker can detect more than one creature hostile to you, you determine which one the seeker will chase.
The axion seeker is considered to have a truesight range of 40 feet (blind beyond this radius). It can fit through holes big enough for a Tiny construct.
If the axion seeker reaches the hostile creature, it explodes on the creature. The creature must make a Dexterity saving throw, taking 3d8 explosive void damage on a failed save, or half as much on a success.
If the axion seeker cannot find a creature hostile to you immediately after being created, it dissipates harmlessly.
At Higher Levels. Increase the amount of damage dice rolled for this Power by 1d8 for each Power level you are above 1st.
Voidwalker Harbinger
When you reach 3rd level, you choose the aspect of the void you will manifest in the material world, which will determine the progression of your abilities. You may become a Harbinger of Destruction, Harbinger of Knowledge, or Harbinger of Chaos, all detailed below in this class description. Your choice determines what unique features you get as you level up in this class.
Super Power
When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.
Cataclysm
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Instantaneous
You spawn a 5-foot radius sphere of void Light in an unoccupied space touching yourself, and direct the sphere to seek out a creature of your choice, one you have seen within the past minute. The sphere will know where the creature is, unless the creature is immune to divination, and will move up to 40 feet to reach the creature. The sphere detonates either when it reaches the creature or after it moves 40 feet.
The sphere can only fit through openings big enough for a Large creature.
Detonation. When the sphere detonates, all creatures within its area must make a Charisma saving throw, taking 5d6 + your Power modifier in explosive void damage on a failed save, or half as much on a success. Additionally, a number of axion darts equal to half your proficiency bonus are spawned after detonation.
Axion Darts. Each axion dart is a Tiny construct of your Light. Upon spawning, each one will fly up to 40 feet toward a creature of your choosing. That creature takes 1d6 explosive void damage. The darts strike simultaneously, and you can direct them to hit one creature or several.
An axion dart is considered to have a truesight range of 40 feet (blind beyond this radius). It can fit through holes big enough for a Tiny creature. If an axion dart can detect a creature, you are also aware of that creature through your Light.
At Higher Levels. The damage of this Power’s detonation increases by 2d6 for each Power level you are above 1st.
Nova Bomb
Casting Time and Type: 1 action, super Power
Range: 80 feet, mortar
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You form a spherical bolt of intensely concentrated void energy in your hands and hurl it at a hard surface within range. All creatures within 5 feet of the impact point must make a Dexterity saving throw against your Power save DC. A creature takes 3d10 explosive void damage on a failed save, or half as much on a success.
Lingering Vortex. After resolving the cast damage above, a vortex of void Light forms in a 5-foot radius sphere, centered on the impact site. This sphere is what you concentrate on. For the duration, the area of the sphere is considered paracausal difficult terrain.
Furthermore, if a creature ends their turn within the sphere, or enters the area of the sphere for the first time on a turn, they must make a Strength saving throw. A creature that fails this saving throw takes an amount of void damage equal to your Power level + your Power modifier and is pulled up to 10 feet toward the center of the sphere, where they fall Prone. A creature that succeeds takes half as much damage and is not pulled.
At Higher Levels. The cast damage of this Power increases by 2d10 for each Power level you are beyond 1st.
Nova Warp
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You embrace the void and channel it through your body. While concentrating on this Power, your base walking speed increases by 10 feet and you hover 1 foot off solid surfaces, allowing you to ignore nonmagical difficult terrain that does not reach high enough.
Shield Alignment. While concentrating on this Power and wielding nothing, your energy shields are considered void-aligned.
Nova Detonation. As an action, you may reduce your remaining rounds of duration by 2 and erupt with void Light. All creatures of your choice within a 5-foot radius sphere must make a Strength saving throw. A creature that fails its saving throw takes 5d8 explosive void damage and is knocked Prone. A creature that succeeds takes half as much damage and is not knocked Prone.
You may increase the radius of this action to 10 feet by reducing your remaining duration on this Power by 3 rounds, instead of only by 2.
At Higher Levels. The damage of this Power increases by 2d8 for each Power level you are beyond 1st.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 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.
Support Power
Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.
Empowering Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. Until the start of your next turn when the rift dissipates, creatures of your choice standing within the circle are always considered Empowered (rank 1). A creature Empowered in this way immediately stops being Empowered if they leave the area of the circle.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. This Power grants Empowered (rank 2) starting at 7th level, and then it grants Empowered (rank 3) when you reach 14th level.
Healing Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. All Risen creatures standing in the circle may regain shield points equal to 1d8 + your Power modifier. Until the rift dissipates at the start of your next turn, Risen creatures who enter the area of your rift for the first time on a turn may also recover 1d8 + your Power modifier in shield points. Once a Risen creature has received shield points from any rift you cast, they cannot do so again until you cast a new rift.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. The amount of d8s you roll for this Power increases by one when you reach 7th level (2d8), and then it increases by one again when you reach 14th level (3d8).
Aspects of the Voidwalker
At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.
Chaos Accelerant
The recharge value of all void grenade Powers you know, including ones you learn in the future, is reduced by one for you. Furthermore, when you cast a void grenade Power, you may choose to modify it in the way described below.
- Axion: You create two seekers, instead of only one, though each seeker does half as much damage as it normally would. Each seeker must target a different creature from the other. If the second seeker has no target, it dissipates.
- Magnetic: A creature that fails the saving throw now takes the full damage of the grenade, and a creature that succeeds takes half damage.
- Spike: Its area is considered paracausal difficult terrain. The grenade cannot be destroyed from damage, though you can choose to end its effects on your turn.
- Scatter or Suppressor: You may add your Power level to the save DC.
- Voidwall or Vortex: Increase the damage die size by one.
Child of the Old Gods
You learn the Void Soul support Power, described below.
VOID SOUL
Casting Time and Type: 1 bonus action, support Power
Range: 30 feet
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You manifest a tiny swirling orb of void Light, like a miniature black hole, and direct it to attach onto a target you can see within range. If a target with a void soul attached to it takes void damage, it has disadvantage on the next saving throw it makes before the end of its next turn. Furthermore, at the start of each of the target’s turns, it must succeed on a Charisma saving throw or become Weakened until the start of its next turn.
The soul always goes where the target goes. However, if you are ever more than 30 feet away from the soul, or if the target receives an effect that allows it to end all conditions on itself, the soul dissipates and the duration of this Power ends early.
Limitations. A creature cannot have more than one soul of any type at a time. If a creature gains a type of soul while it already has one, it chooses if it will lose its current soul to gain the new one.
Feed the Void
If you reduce a hostile creature to 0 hit points with damage from one of your voidwalker Powers or Power effects, you may make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.
Scarred by the Void
At 13th level, your long immersion in the yawning depths of the void has changed you. Choose one Mark of the Void that you could learn at 2nd level. This becomes a permanent Mark whose effects you always have, and it doesn’t count against the total for the number of Marks you have.
Additional Aspect
At 14th level, you may choose a second voidwalker Aspect.
Adept of Light
When you reach 17th level, your Light is wound taut, its pathways within you coiled efficiently. Your voidwalker melee, grenade, and support Power recharge values are all reduced by one. Your super Power recharge value is reduced by two. This applies to any new such voidwalker Powers you learn in the future.
Mastery of the Void
At 20th level, you have gazed so long into the abysses below the veneer of apparent reality that you feel you know every impossible corner of the vastness beneath. So well do you know the void that when you look into it, it seems like merely looking at yourself. Whenever you complete a long rest, you can replace one Mark of the Void you have with another Mark. If the Mark you choose to remove is a prerequisite for any other Marks you have, you can also replace those Marks. Like normal, if you do not meet the prerequisite for a Mark, you do not gain its benefits, even if it is a Mark you have.
Additionally, you now have access to certain Marks that have the prerequisite of 20th level. These are your pinnacle Mark options. You may only have one pinnacle Mark at any time.
Voidwalker Harbingers
Whether they sojourn alone or join Warlock orders to work alongside others, all voidwalkers also keep a personal allegiance to an aspect of the void they have chosen to embody. They refer to themselves as harbingers of these chosen aspects, a holdover from times long before the City Age when the arrival of a voidwalker was regarded as a weighty portent.
You manifest the destructive aspect of the void, drawing deeply on its power to wreak widespread devastation. Your training teaches you to take hold of your Light and push yourself to make it yield even mightier destruction.
Strength of the Void
When you choose this archetype at 3rd level, it means you are well versed in the use of mundane wargear as well as reality-defying arcana. You gain proficiency in medium armor, all martial melee weapons, all martial ranged weapons, and all martial firearms.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
War Caster
By the time you reach 11th level, your sharpened situational awareness and heightened reaction speed when drawing upon the void make you a lethally effective mixed technique combatant. When you use your action to cast a melee or grenade voidwalker Power, you may use your bonus action to make one weapon attack.
Battle Master
As an 18th level Harbinger of Destruction, your ability to mix proficiency with weapons and Light is unmatched. If you deal void damage with a weapon you’re proficient with, it can be considered damage from a voidwalker Power for you. (For instance, your Enhanced Power feature would affect the damage roll of a qualifying weapon.)
You manifest the mysterious aspect of the void, seeking knowledge of the unseen in the hidden recesses and interstices below the surface of apparent reality. You work tirelessly to understand and master the intricacies of your Light and the ways it may be applied.
Knowledge of the Void
You possess a sufficient aptitude with the workings of void Light to infuse a weapon with its energies, binding it to yourself and endowing it with capabilities beyond typical equipment. Starting at 3rd level, over the course of a short rest, you may infuse a weapon you are proficient with using the void’s energies, turning it into a Voidbonded weapon. You gain the following benefits with your voidbonded weapon so long as it is connected to you:
- You may always use your Intelligence modifier to determine the weapon’s attack rolls, damage rolls, and save DCs. Like normal, you must use the same modifier for all of a weapon’s attack rolls, damage rolls, and save DCs.
- You are always aware of its location if it is within 60 feet of you. You are instantly aware if any creature other than yourself is holding the weapon.
- Once on each of your turns, you can deal an additional 1d8 void damage to a single creature you hit with a weapon attack. When you reach 14th level in this class, this increases to 2d8 void damage.
If you are ever more than 5 feet away from your voidbonded weapon for 1 minute or longer, or if your voidbonded weapon is stored in the memory of a Ghost, you lose your connection to the weapon. You also cannot have more than one voidbonded weapon at a time. If you create a new voidbonded weapon, your previous voidbonded weapon loses its connection.
Additional Marks
You’ve studied the void so closely, you’re already no longer constrained by the same limitations other Harbingers experience. At 5th level, and again at 11th, you gain one additional Mark of the Void of your choice, one you could get at the respective level. The Mark you choose does not count towards the total for the number of Marks you can have. You cannot replace these Marks once chosen.
As Easy As Breathing
By the time you reach 18th level, your connection to the void has become so deep, it’s like you’re a part of it. When you fail a Power recharge roll, you may choose to succeed instead. Once you invoke this feature, you must complete a long rest before you may do so again.
You manifest the unstable aspect of the void, embracing the eternal hiss of fluctuation that underlies the illusion of solid substance. You learn to delve deep into recesses of your Light and craft it into a power few dare to obtain.
Depths of the Void
Already at 3rd level, the void has shown you the true path to power, and you are not afraid to plunge into its depths to attain it. You can channel void energies on a whim, and you use it to achieve paracausal effects. When you use this feature, choose one effect to create: Overchannel Light, Strike from the Void, or Grace of the Void, all described at the end of this feature. You may learn additional ways to use your Depths of the Void through obtaining Marks of the Void or by leveling up in this archetype.
You have two uses of your Depths of the Void. When you finish a long rest, you regain all uses of your Depths of the Void. However, when you spend a use of your Depths of the Void feature, you may roll on the Chaos table to regain the spent use at the end of your next turn.
- Overchannel Light. When you roll void damage, you can use Depths of the Void to deal maximum damage instead of rolling.
- Strike from the Void. When you make an attack roll, you can use Depths of the Void to grant yourself a bonus +10 on the roll. You must choose to do this before you learn the result of your attack roll.
- Grace of the Void. When you make a shield recharge roll, you can use Depths of the Void to heal for the maximum amount instead of making a roll.
Merciful Chaos
At 5th level, when you roll on the Chaos table, you may roll twice and choose either result.
Delve Deeper
At 11th level, you become more at ease calling upon the reality-bending powers of the void. You can use your Depths of the Void feature three times between rests. You regain all uses of your Depths of the Void when you complete a short or long rest.
Furthermore, you may spend a use of your Depths of the Void to create one of the following effects.
Emptiness of the Void. When you deal void damage to a creature, you can use Depths of the Void to make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.
Manifestation of the Void. As an action, you can use Depths of the Void to force all creatures within 10 feet of you to make an Intelligence saving throw. On a failed save, a creature is Blinded for the next minute. A creature that succeeds takes half as much damage and is not Blinded.
A Blinded creature can’t benefit from any extraordinary senses and may repeat an Intelligence saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
Plumb the Depths
At 18th level, you are so accustomed to staring into the abyss of the void’s power that the normal world appears strange to your eyes. You can use your Depths of the Void feature four times between short rests, and whenever you roll on the Chaos table, you can roll three times and choose one as the result.
