Void Touched in Midgard | World Anvil

Void Touched

Void Touched are the result of a humanoid becoming an aberration. Able to break free from the physical restrictions imposed upon them, able to shift their form at a whim. This makes void touched terrifying to behold, especially in battle. Many adversaries have been caught off guard when a seemingly defenseless person suddenly grows spiked tendrils.

Becoming Void Touched

Those that delve too much in void magic have a chance of becoming void touched. Others have been transformed either willingly or against their will by an ancient eldritch entity.

Prerequisites

Ability Scores: Constitution 13
Roleplay: Once your origin has been determined, you can determine what your characters motivations are regarding their transformation. As your power grows and manifests, you may feel that you have lost what makes you fundamentally yourself. Perhaps you decide to take revenge on the entity responsible for their transformation. Some of your abilities require your target to make a saving throw to resist their effects.
The saving throw DC is calculated as follows:
Transformation Save DC = 8 + your proficiency bonus + your Constitution modifier

Transformation Level 1

Starting at 1st level, you gain all the following Transformation Boons and this level’s Transformation Flaw.

Transformation Boon: Eldritch Limbs

As a bonus action you can transform one or both of your arms into a weapon of thick muscle (bludgeoning), claws (slashing), or hardened bone (piercing). These are considered natural weapons. They do 1d6 damage. This effect lasts until you are knocked unconscious or if you end it as a bonus action.

Transformation Boon: Alien Mind

Your mind is maddening to read, any creature that tries to read your mind or talk to you telepathically (such as message or sending) takes 1d8 psychic damage.

Transformation Boon: Aberrant Form

Your creature type is aberration along with its normal type.

Transformation Flaw: Short Term Madness

You begin to suffer from bouts of madness, the first time you roll a 1 in between long rests on an attack roll, saving throw, or ability check; you suffer short term madness. This effect still happens even if you reroll the 1.

Transformation Level 2

Starting at 2nd level, you can pick one of the following Transformation Boons. You also gain this level’s Transformation Flaw.

Transformation Boon: Enhanced Eldritch Limbs

When you transform your arms using your eldritch limbs, they gain additional benefits based on the damage type you choose.
  • Bludgeoning. You manifest a long tentacle with a bone shaped club at the end. Your eldritch limbs now deal 2d6 bludgeoning damage and has reach.
  • Piercing. You manifest razor sharp barbs in your arm. You can choose for your unarmed attacks to become ranged unarmed attacks (30/60 ft. with the thrown property) that do 2d6 piercing damage.
  • Slashing. You manifest rows of viscously hooked claws and talons. Your unarmed attacks do 2d6 slashing damage, a creature hit by your attack must make a Constitution saving throw, taking an additional 1d6 necrotic damage on a failure from bleeding.

Transformation Boon: Otherworldly Tendrils

When you use your Eldritch Limbs feature, you also grow two tendrils from your body. You can grasp things with your tendrils. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike (1d4 bludgeoning damage). Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Transformation Boon: Unexpected Evolution

When you roll a natural 20 on an attack roll, saving throw, or ability check. Roll a d3 to determine the effect. This effect lasts until your next long rest. If you roll a 20 while an effect is active you replace the current one with the rolled one.
  • 1 Spiked Form. You grow spikes on your body. Any creature that hits you with an unarmed attack or a natural weapon takes piercing damage equal to your Constitution modifier. As an action you can end this effect by shooting out all the spikes out of your body. Each creature within 15 ft. of you must make a Dexterity saving throw, taking 8d4 piercing damage on a failed save or half on a success.
  • 2 Horrific Laughter. A mouth grows on your skin, perpetually laughing in a horrific manner. Any creature that starts their turn within 5 ft. of you that can hear you must make a Wisdom save or become frightened of you until the end of their turn. If you take slashing damage that opens up a new mouth increasing the volume of the laughter, the DC of the save for this feature increases by 1. This can stack and increase the DC to a max of 20.
  • 3 Chitinous Carapace. You grow a hardened carapace over parts of your body. You gain a +2 to your AC while your not wearing heavy armor but your speed is reduced by 10 ft.

Transformation Flaw: Horrifying Visage

Your appearance has degraded. Your skin turned a pale blue gray, with purple-gray markings formed around your eyes, as well as partially appearing across your face. Your hair is faded into a lighter color. Your eyes, nails, and teeth become blackened. Another mysterious, eldritch voice speaks in unison with your own. The signs of your corruption are clearly visible. You can suspend this form and manifest the appearance of the humanoid you once were, but this is taxing and requires concentration. This form is not permanent, and moments of stress are likely to reveal your true nature. Your true form is revealed in the following situations:
  • Concentrating on a spell
  • Gaining the unconscious condition
  • Entering hallowed ground
  • Choosing to reveal yourself
In moments of extreme emotional or physical stress, a DM may call for a Concentration check using your transformation DC to determine if you maintain your humanoid form. Your true form may cause creatures to become hostile towards you.

Transformation Level 3

Starting at 3rd level, you can pick one of the following Transformation Boons, or pick a boon from a lower level that you meet the prerequisites for. You also gain this level’s Transformation Flaw.

Transformation Boon: Wings

When you use your Eldritch Limbs feature, you also grow a pair of large twisted wings of mutated flesh. You gain a flying speed equal to your walking speed. You cannot manifest these wings in heavy armor.

Transformation Boon: Additional Tendrils

Prerequisite: Otherworldly Tendrils
The number of tendrils you now grow is four. As a bonus action you can make an attack with each tendril.

Transformation Boon: Enhanced Hypertrophy

The damage from any transformation boon has the value of its die increased by 1. For example if an attack does 1d6 damage, it now does 1d8.

Transformation Flaw: Unstable Existence

Whenever you roll a natural 1 on an attack roll, saving throw, or ability check; you reveal your horrifying visage. Additionally the first time you roll your second natural 1 in between long rests, you suffer long term madness. This effect still happens even if you reroll the 1.

Transformation Level 4

Starting at 4th level, you can pick one of the following Transformation Boons, or pick a boon from a lower level that you meet the prerequisites for. You also gain this level’s Transformation Flaw.

Transformation Boon: Devour

Whenever you reduce a creature your size or smaller within 15 ft. of you to 0 hitpoints you may use your reaction to devour it. You unhinge your jaw and shoot out a net webbed like fleshy structure from your mouth that envelopes the creatures and pulls them inside of you. You then gain one of the following benefits:
  • You gain temporary hitpoints equal to the hit points the creature had at the beginning of the turn.
  • You gain a racial trait that creature had, you keep this trait until your next long rest or until you use this feature again.

Transformation Boon: True Alien Mind

Your Alien Mind boon now does 2d8 psychic damage. Additionally you have advantage on Wisdom saving throws.

Transformation Boon: Master of the Void

When you use your Eldritch Limbs feature, you also gain the following benefits:
  • As an action you can summon a 1d4 Slaad Tadpoles that crawl out of your body. You may do this once per long rest.
  • Your skin is covered in a thick mucus, you have advantage on attempts to escape grapples and creatures have disadvantage when attempting to grapple you.
  • You now walk by hovering over the ground, you cannot be knocked prone and you are not impeded by difficult terrain.

Transformation Flaw: Maddening Existence

Madness has begun to fully corrupt your mind. Whenever you finish a long rest you suffer Indefinite Madness, if you are already suffering Indefinite Madness you replace it with the new one. Additionally you have disadvantage on saves to hide your Horrifying Visage. Also now your transformation is permanent and can only be removed by a Regenerate spell or higher magic.

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