Void-Infected (Lineage Race)
Ancestral Legacy: The Void-Infected carry the legacy of a mysterious encounter with the void, gaining the inherent racial features. They share the traits with their original race, but the Void has left its mark spelling their doom.
Outer-planar Resilience: The void has bestowed upon you an innate resistance to force damage, if the damage originates from a spell then you gain immunity to the force damage.
Voidstep: Infected by the void has altered your connection to reality. Once per short or long rest, you can use a bonus action to teleport up to 120 feet to an unoccupied space that you can see. This teleportation does not provoke opportunity attacks.
Soul Erasure: Upon reducing a creature to 0 hit points, the Void-Infected can harness the power of the void to erase the remnants of their foe from existence. As a reaction, when a creature drops to 0 hit points within 30 feet of you, you can use your Soul Erasure feature to Void the corpse. The creature's body disappears, leaving no trace behind. This effect also prevents spells or abilities that require a corpse or on-kill effect from being used with that creature.
Overgrowth Appendages: The void's influence manifests physically in the form of additional arms for Void-Infected individuals, emerging just below their regular arms. These secondary appendages grant enhanced dexterity and versatility, allowing the Void-Infected to seamlessly interact with their environment. They can use one of their secondary arms for one additional item interaction per turn. Furthermore, The appendages can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Languages: You can speak, read, and write Common, your legacy language, and primordial.
MOBILE:
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
MAGIC INITIATE
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
OBSERVANT
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
MERCY FIGHTER STUFF
3rd Level Features
Mercy's Grace
You gain prof in Healer's Kit, and one language of your choice.
Healing Surge
You gain healing surges equal to half your fighters level (Rounded up), healing surges rolls are a D4+fighter level. You can use your action to apply a healing surge to a creature you touch, and heal them a number of hit points equal to the number rolled.
Harming Surge
When you hit a creature with a weapon attack, you can choose to apply a healing surge to the attack. Instead of healing the creature instead takes necrotic damage equal to the number rolled. You can use this feature only once per turn.
7th Level Feature
A Mercy's Blessing
You gain expertise in Healer's Kit, and gain one save prof.
Golden Healing
When you use a Healing Surge on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Harming Surge on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
10th Level Feature
Healing and Harming
When you use a Healing Surge, you can now apply an additional healing surge to another creature within 30ft. The additional target is once per turn.
In addition, when you make an weapon attack and use Harming Surge. You can apply it again to another creature within 30ft. You can still only use Harming Surge only once per turn.
15th Level Feature
Touch of Joy
When you use your action surge, you can choose creatures equal to your STR mod within 60ft. Those creatures gain D10+fighter level in temp hp.
When a saving throw is made within 30ft of you, you can give disadvantage as a reaction.
18th Level Feature
Blessings of The Raven
As an action, you can touch the corpse of a creature that died within the past 13 hours and expend an action surge. The creature then returns to life, regaining a number of hit points equal to 4d10 + your STR modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Eyes of Night
1st-level Twilight Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
2nd-level cleric optional feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Channel Divinity: Twilight Sanctuary
2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level (1d6+6).
- You end one effect on it causing it to be charmed or frightened.
Steps of Night
6th-level Twilight Domain feature
You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.