Legends of Tolria
The Galactic Game

Subclass Compendium · Warlock

Pact of the Voidcaller

A pact with a vast, alien intelligence that exists beyond the lit edge of the Continuum Crystal — a cosmic mind whose attention occasionally settles on a single warlock for reasons it does not explain.

Identity

Voidcallers are bargained to a thing that lives in the dark between the lit planes. The patron is not a god and not a person; it is closer to an ocean — vast, indifferent, attentive in patches, and capable of reaching back through the line if a Voidcaller calls long enough or loud enough. The pact's price tends to be patience and small acts of strangeness: a Voidcaller may be required to leave one chair empty at every meal, or to never name a star aloud, or to count something specific forever. Voidcallers tend to have very steady hands and very long silences.

Features

  • L3 Voidsense

    Your patron lends you a sliver of its perception. You gain truesight out to 30 ft. This sense pierces ordinary darkness, magical darkness up to 5th-level effects, ordinary illusion, and visual transmutation. It does not pierce Mythar wardings, Tier IV+ stealth fields, or shielding designed against direct cosmic observation. The sense functions whether your eyes are open or closed; Voidcallers can be recognized in the dark by the slight, wrong focus of a gaze that is not bothering to use its eyes.

  • L7 Cosmic Whisper

    You can implant a single suggestion in a target's surface thoughts as a bonus action, in a register so distant the target rarely registers it as external. Choose a creature within Far range that you can see; it makes a Wisdom saving throw against your channel save DC. On a failure, the creature treats one reasonable course of action you specify (one sentence; not patently self-destructive, not violent toward someone the target loves) as an idea it has just had on its own, and pursues it for up to 1 minute or until completed. On a success, the creature simply experiences a moment of distraction. The target does not perceive the suggestion as coming from you. Usable once per short rest. Creatures whose minds cannot be read (mindless, certain Mythar constructs) are immune.

  • L11 Outer Step

    Your patron pulls you sideways through space when you ask. As a bonus action, you can teleport up to 60 ft to an unoccupied space you can see, leaving behind a brief, faintly unwell visual artifact (a smear of starlight, an after-image of an unfamiliar geometry). You can use this feature a number of times equal to your proficiency bonus, recovering all uses on a long rest. Once per long rest, you can extend a single Outer Step to bring one willing creature you can touch with you, depositing you both in the destination space (or the nearest unoccupied space).

  • L15 Reality Glimpse

    Once per long rest, you can entreat your patron for a single piece of cosmic information. Pose a single question to the GM relating to a person, place, object, event, or concept the patron could plausibly know something about. The GM provides a truthful answer of 1 to 3 sentences, framed in your patron's idiom (which may be metaphorical, allusive, or distressing to integrate). The patron will not answer questions about itself, about the structure of the Continuum Crystal beyond the warlock's ability to bear, or about the imminent future of beings the patron is currently interested in. The question costs the warlock 1 hour of inadequate sleep that night, distributed during the long rest.

  • L18 Vessel of the Void

    Once per long rest, as a bonus action, you become a partial conduit for your patron's presence for 1 minute. While in this Vessel state: your skin pales to the spectrum of deep-void starlight; you gain a fly speed of 40 ft (hover); you have resistance to cold, psychic, and rift damage; your channel save DC and channel attack rolls increase by 1; once on each of your turns, when you hit a creature with a channel attack or it fails a saving throw against your channel, you can deal an additional 2d10 cold or psychic damage (your choice). The state ends early if you fall unconscious or end it as a free action. Hostile creatures who can see you while you are a Vessel that begin their turn within 10 ft of you make a Wisdom save against your channel save DC or be Frightened of you until the end of their turn.