The White Void, Homebrew Subclass

''A rejected concept, The White Void embodies all that does not exist, but what could have been. Theories float between astromagi that this is not a concept, but instead a hidden realm between the folds of the cosmos, however this has been disproven and disputed many times. The White void is as silent as it is unknown, associated with force, psychic, and poison.''

Art of Zanketsu
''Whether or not The White Void is just a concept or more is still a mystery to you, for now. You're more than sure you can uncover these secrets.''

Through martial and academic discipline, you have embodied some of the qualities associated with The White Void. At 3rd level you gain proficiency in Insight or Persuasion.

A breakthrough of your studies has finally revealed to you that which others could not find; through a complex ritual underneath certain astronomical conditions, you have managed to attune yourself to The White Void. Through this attunement ritual, you obtain the following benefits:


 * As a bonus action, you can envelop yourself in an otherworldy aura that can disorient senses and magic in a 10ft radius centered on you. Donning this aura will render you blind and deaf, but force disadvantage on physical/magical attacks and abilities that target anyone within the radius that rely on sound and hearing.


 * If your successful damage roll ends in either a 0 or 5, you can choose to deal double the damage.

You can use these abilities once after a short rest.

Void Infusion
''You feel a strange and unique fulfillness when you displace items. They feel cold to the touch, and you feel strangely sick when handling them at first, but it fades away. You easily grow accustomed to it.''

At 7th level you can infuse any two items you possess with unaligned magic as a ritual. If you infuse a non-combat item, the item (and its contents if it is a container) is partially disconnected from the material plane, except by your hands. It hovers in place when released, and can be holstered to another item in the material plane via magic. If you infuse a weapon, a spell focus, or a book, the item is considered magical and gains additional 1d6 damage of your choosing: force, psychic, or poison. If the weapon or spell has the same damage type than what it has been imbued, it gains 2d6 instead.

You may also treat a weapon as a non-combat item in regards to these effects. You can infuse an item during a short or long rest, and you may only infuse two items at a time; infusing a third item will dispel the effects of the first item that has this effect. You can infuse one additional item when reaching 11th, 15th, and 20th level.

Advanced Zanketsu
''You feel the connection to The White Void. Despite not having any evidence, you for sure know that it is indeed a realm of its own.''

In order to keep yourself from going insane, you have been careful to take much better care of yourself, and carry yourself more elegantly around your peers. Starting at 11th level, whenever you make an Insight, Investigation, or Persuasion check, you may do so with advantage.

Further studies have unlocked strange yet powerful information about The White Void. Drawing upon its power, your abilities enhance beyond your expectations.


 * Your aura extends to 15ft, and have grown accustomed to the ebb and flow of your aura that you've become immune to its sensory-depriving properties.


 * You can now choose to double your damage two separate times, or triple your damage once.

Void Portals
''The feeling of reaching the truth has never been more fruitful. And it is frightening.''

At 15th level you learn to etch astromagi symbols into platinum coins and infuse two of them with energy from The White Void. As long as one of the coins is in your proximity, upon speaking a command word designated by you, these coins spark with pure light and create a shortcut between them in the form of two platinum oblong portals, each centered on the coin.

These portals remain stable for 1 hour, can fit any Large or smaller creatures, and are not affected by gravity. You may only infuse any two coins at a time, and cannot infuse another pair of coins until the previous portals close, either by collapsing naturally or by you.

You can use this ability once per long rest.

Forbidden Zanketsu
No one should know of this.

At 20th level you become one with The White Void. You can channel its mystical and volatile properties at will.


 * Your aura extends to 20ft. While you are donning your aura and are attacked, a tendril of caustic magic retaliates against the attacker, dealing 2d10 poison damage and 2d10 psychic damage. If any of the tendril's damage roll ends in either a 0 or 5, the target is temporarily displaced to The White Void for 1 minute.


 * You can now choose to triple your damage two separate times, or quadruple your damage once. If you quadruple your damage and deal half or more of the target's current health, their HP instead drops to 0 and disintegrate into a fine white dust.