Void Manifestation
Void Manifestation shapes a character's supernatural focus, training, and power set.
Power index
Void Manifestation Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Manifest a thin void tendril from your hand, shadow, wound, or aura. It can hold or manipulate one Tiny object, open or close an unsecured door or container, pull a loose item, or make a melee power attack for 1d6 bludgeoning or force damage. It cannot perform delicate tool work.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 10 ft.
- Duration
- 1 Minute
- Effect
- 1d6
- Type
- Bludgeoning / Force
- Roll
- Attack

Fire a narrow bolt of null-force at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 force or necrotic damage, and the next damage roll it makes before your next turn subtracts 1d4 as the void drinks momentum from the strike.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 1d8 / 1d4
- Type
- Force / Necrotic
- Roll
- Attack
Tier 1
4
Sense hollows, cracks, empty rooms, sealed cavities, deep wells, extradimensional gaps, vacuum pockets, missing matter, and unnatural absences within 60 ft. This does not reveal details through total cover, but tells direction and approximate size of voids.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 60 ft.
- Type
- Sense / Void

Create a small zone of swallowed sound around one creature, object, or 5-ft. cube within range. The area muffles speech, footsteps, mechanisms, and impact sounds. A hostile creature in the zone must make a CHA save or subtract 1d4 from its next verbal, thunder, or command-based power check before the effect ends.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 1d4
- Type
- Silence / Void
- Save
- CHA

A void tendril clamps around one creature or object within range. The target must make a STR save, taking 2d6 force damage and being pulled 10 ft. toward you on a failed save, or half damage only on a success. An unattended object of 50 pounds or less is pulled automatically.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Force
- Save
- STR

When you are hit by an attack, a void tendril interposes and swallows part of the force. Reduce the damage by 1d8 + your WIS modifier. If this reduces the damage to 0, you may move 5 ft. without provoking opportunity attacks.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d8 + WIS
- Type
- Reduction / Void
Tier 2
4
Your void tendrils and reach-based Void Manifestation powers extend by 10 ft. You may manifest tendrils from your shadow, cloak, body, or any visible void-mark you created within reach.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- +10 ft.
- Type
- Void / Reach
- Roll
- Attack

Touch one object weighing no more than 25 pounds and anchor it against space. You and creatures you designate can move it normally; others must succeed on a STR check against your power DC to move it. If the object is supporting too much weight, the effect ends.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Effect
- 25 lb.
- Type
- Anchor / Void
- Save
- STR

Gravity deepens in a 10-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 3d8 force damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Round
- Effect
- 3d8
- Type
- Force
- Save
- CON

Manifest a Small stationary void-tendril minion in an unoccupied space within range. It has AC 12, hit points equal to 5 + your WIS modifier, reach 10 ft., and can make one melee power attack on your turn for 2d6 bludgeoning or force damage. Only one minion from this power can be active at a time.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Minute
- Effect
- 2d6
- Type
- Bludgeoning / Force
- Roll
- Attack
Tier 3
4
Step through a crack of absence and reappear in an unoccupied space within range that you can see. You leave behind a soundless afterimage. This is short void folding, not full teleportation, and cannot pass through sealed planar wards.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- 30 ft.
- Type
- Movement / Void

Open a momentary void-rift in a 20-ft. cube within range. Creatures in the area must make a WIS save, taking 4d8 psychic damage and becoming frightened of the emptiness until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 4d8
- Type
- Psychic
- Save
- WIS

Void tendrils coil around one creature within range. The target must make a STR save, taking 4d8 bludgeoning or force damage and becoming grappled by the tendrils until the start of your next turn on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8
- Type
- Bludgeoning / Force
- Save
- STR

Create a 10-ft. radius pocket of weak gravity centered within range. Unsecured creatures and objects in the area float. A willing creature can push off surfaces; an unwilling creature must make a CON save or rise up to 20 ft. and remain suspended until the effect ends or it leaves the area.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 10 Minutes
- Effect
- 10-ft. radius
- Type
- Gravity / Void
- Save
- CON
Tier 4
4
Squirming void-black tendrils fill a 20-ft. square on the ground within range. The area is difficult terrain. A creature that enters for the first time on a turn or starts there must make a STR save, taking 4d6 bludgeoning damage and becoming restrained on a failed save, or half damage only on a success. A restrained creature can use an action to attempt a STR check against your power DC to escape.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 4d6
- Type
- Bludgeoning
- Save
- STR

Interpose a slab of null-space between harm and a creature within range. Reduce the triggering damage by 4d8 + your WIS modifier. If the damage is force, necrotic, psychic, thunder, or bludgeoning, reduce it by an additional 1d8.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8 + WIS
- Type
- Reduction / Void

A 20-ft. radius sphere of crushing absence forms at a point within range. Creatures in the sphere must make a CON save, taking 5d10 force damage and being pulled up to 20 ft. toward the center on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 5d10
- Type
- Force
- Save
- CON

Create a 15-ft. radius zone where sound, color, scent, and heat dull. Creatures of your choice in the area have advantage on Stealth checks. Hostile creatures that start there must make a CHA save or subtract 1d6 from the next attack roll, save, or ability check they make before your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 1d6
- Type
- Void / Debuff
- Save
- CHA
Tier 5
4
Choose one creature within range and wrap it in compressing absence. The target must make a CON save, taking 6d8 force damage and becoming restrained on a failed save, or half damage only on a success. A restrained target repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 6d8
- Type
- Force
- Save
- CON

Anchor a door, portal, vessel, creature, object, or 10-ft. area against planar drift and forced movement. For the duration, the target has advantage on saves against teleportation, forced movement, banishment, gravity reversal, extraplanar pulling, and void effects.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Hour
- Type
- Anchor / Void
- Save
- Varies

Open a hidden hollow of safe null-space in a doorway, cave wall, shadowed arch, empty room, or marked surface. The shelter holds up to six Medium creatures or equivalent objects. It is silent, lightless, air-stable, and difficult to find by mundane means, but does not move.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 6 creatures
- Type
- Void / Shelter

Launch three voidbolts at one or more targets within range. Make a ranged power attack for each bolt. On a hit, a bolt deals 3d8 force or necrotic damage. If two or more bolts hit the same creature, it cannot take reactions until the start of your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 3d8 each
- Type
- Force / Necrotic
- Roll
- Attack
Tier 6
4
Manifest a ravine of collapsed gravity in a 100-ft. long, 5-ft. wide line. Creatures in the line must make a CON save, taking 8d8 force damage on a failed save, or half on a success. Creatures within 10 ft. of the line must make a STR save or be pulled into the line.
- Action
- Action
- Use
- At-Will
- Range
- Self (100-ft. line)
- Duration
- Instant
- Effect
- 8d8
- Type
- Force
- Save
- CON / STR

Let void lace through your body. For the duration, you can move through spaces as narrow as 1 inch, resist force, necrotic, psychic, and bludgeoning damage, and do not need to breathe. You cannot carry other creatures through narrow spaces this way.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Body / Void

Control gravity in a 40-ft. cube centered within range. Choose a direction gravity pulls, or suspend gravity entirely. Unanchored creatures and objects fall or drift accordingly. A creature can make a DEX save to grab a fixed object and avoid falling or drifting when the effect starts or when the direction changes.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 40-ft. cube
- Type
- Gravity / Void
- Save
- DEX

Your Void Manifestation powers ignore mundane sound, light, air pressure, and gravity penalties. You can breathe normally in vacuum-like void pockets you create, and your force or necrotic void damage ignores resistance from nonmagical armor or mundane anatomy.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Void / Dominion
Tier 7
4
Partially become a massive aberrant shape hollowed by void. Your size increases by one category if space allows, you gain temporary hit points equal to 7d10 + your WIS modifier, your reach increases by 10 ft., and your tendril or natural weapon attacks deal an extra 2d8 force damage once per turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 7d10 + WIS / 2d8
- Type
- Temp HP / Force
- Roll
- Attack

Create a 30-ft. radius field of absence centered within range. Sound is muffled, light dims, and air feels thin. Hostile creatures that start there must make a CON save, taking 6d8 necrotic or force damage and being unable to take reactions on a failed save, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 6d8
- Type
- Necrotic / Force
- Save
- CON

Snap a tendril of event-horizon force through space. Make a ranged power attack against one creature or object within range. On a hit, the target takes 9d10 force or necrotic damage and is pulled up to 30 ft. toward a point you choose within range.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 9d10
- Type
- Force / Necrotic
- Roll
- Attack

Reverse gravity in a 50-ft. radius, 100-ft. high cylinder centered within range. Unanchored creatures and objects fall upward. A creature can make a DEX save to grab a fixed object and avoid the fall. When the effect ends, affected creatures and objects fall normally.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 50-ft. radius
- Type
- Gravity / Void
- Save
- DEX
Tier 8
4
When your Void Manifestation power reduces a non-divine creature to 0 hit points, its body is marked by absence. Until restored by Tier 8 or higher resurrection, wish-level magic, divine intervention, or a GM-approved story condition, ordinary resurrection cannot locate enough of it to restore.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Void / Annihilation

When a creature within range uses a power, spell, command, song, signal, or supernatural call, let the void swallow part of it. Make a WIS check against the triggering effect DC. On success, reduce its damage or healing by 8d10 + your WIS modifier, or suppress one non-damaging rider until the start of your next turn.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 8d10 + WIS
- Type
- Counter / Void
- Save
- WIS

Create a 30-ft. radius sphere of destructive gravitational absence centered within range. The area within 100 ft. is difficult terrain as objects pull toward the center. A creature that starts within the sphere must make a STR save, taking 10d10 force damage and becoming restrained on a failed save, or half damage only on a success.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 300 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 10d10
- Type
- Force
- Save
- STR

Open a stable pocket of null-space large enough to shelter up to twenty Medium creatures or store a wagon’s worth of objects. The ark is silent, dark, and air-stable. It cannot move between planes or create food, but creatures inside are hidden from mundane senses.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 20 creatures
- Type
- Void / Shelter
Tier 9
4
Collapse space around a point within range. Creatures in a 40-ft. radius sphere must make a CON save, taking 16d10 force damage and being pulled 60 ft. toward the center on a failed save, or half damage only on a success. Unattended mundane objects in the area may be crushed or drawn inward.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 300 ft.
- Duration
- Instant
- Effect
- 16d10
- Type
- Force
- Save
- CON

You are resistant to force, necrotic, psychic, and thunder damage, and immune to suffocation and mundane vacuum. Effects below Tier 9 cannot forcefully teleport, banish, silence, reveal, or anchor you through void-space unless you choose.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Void / Sovereign

A storm of void arms erupts throughout the emanation. Hostile creatures of your choice that start there must make a DEX save, taking 12d8 bludgeoning or force damage and becoming grappled by void tendrils on a failed save, or half damage only on a success. A grappled creature can use an action to attempt a STR check against your power DC to escape.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 12d8
- Type
- Bludgeoning / Force
- Save
- DEX / STR

Open a doorway into a stable extradimensional void chamber. The chamber is up to 100 ft. across, silent, lightless unless you choose otherwise, and air-stable. It cannot be used to bypass planar seals, but can hide people, store objects, contain dangerous matter, or isolate sound and signals.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- 100 ft.
- Type
- Void / Chamber
Tier 10
4Become a living hollow. For the duration, you resist force, necrotic, psychic, thunder, and bludgeoning damage; can move through 1-inch spaces; do not need air; may hover 30 ft.; and your Void Manifestation powers deal or prevent an extra 4d10 once per turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Void / Avatar
- Roll
- Attack

Manifest a regional void phenomenon. Roads vanish into empty distance, sound dies, gravity weakens or deepens, stars disappear overhead, or a battlefield becomes a silent hollow. This is story-scale and affects travel, morale, signals, visibility, structures, and armies, but does not directly deal combat damage.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- 10 Miles
- Duration
- 24 Hours
- Effect
- 10 miles
- Type
- Regional / Void

A vast engine of absence opens around you. Hostile creatures that start in the emanation must make a CON save, taking 18d10 force or necrotic damage and being restrained by gravitational absence on a failed save, or half damage only on a success. Unattended objects are drawn toward empty points and may be crushed.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (300 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 18d10
- Type
- Force / Necrotic
- Save
- CON

Declare a mythic manifestation of absence tied to a city, star, wound in space, prison, forgotten road, dying god, battlefield, or impossible shelter. Define its principle with the GM: the place no one can find, the star that stopped existing, the army swallowed by silence, the prison with no inside, or the refuge hidden inside nothing. It can be opposed only by Tier 10 void magic, divine intervention, reality repair, or a story condition set when declared.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Void Manifestation / Story
- Roll
- Varies
- Save
- Varies
