Voidmage

Voidmages are the rare disciples that train under the tutelage of Sultaz, the first Voidmage. The spells contained within the Codex of Deconstruction are incredibly potent, and for the good of the world Sultaz is very selective of his students and only teaches them how to tap into a small amount of the true potential of a Voidmage. Voidmages harness the power of the Void - the energy that exists between the elemental energies of the Aether and keeps it together. Their abilities violently deconstruct and destroy the material world.

Phase 1
Voidmage Spells (Lesser): Voidmages automatically learn a set of spells once your spellcasting class gains the appropriate spell slots and you are in the appropriate Phase. They are treated as spells that your class knows even if it otherwise would not be able to learn these spells, and are always prepared without contributing to the maximum number of spells you can have prepared per day. These spells are detailed in the table below. In this phase you may only learn the 1st and 3rd level spells.

Your Voidblade Spellcasting ability is the same as your class' Spellcasting ability. If you have multiple classes that can cast spells, you must choose one to tie your Voidblade spellcasting ability to. This choice is permanent, and also determines how you use Manaburn: Empower. Matter Accumulation: Some of the matter that you break away from your enemies is absorbed into your being and can be repurposed for your needs. Whenever you deal Force damage with an attack or spell, you gain Matter equal to the amount of damage done. This matter is volatile and will decay after a long rest or after 24 hours have passed since you first gained Matter for the day. Certain Voidmage abilities require Matter to use.

Reconstruct: As a standard action, you may spend any amount of Matter to mend your wounds or that of another creature's within touch distance. For every 5 Matter you spend, you heal 1 hit point of damage. This can also be used to heal undead and constructs.

Phase 2
Dark Matter Shell: As a standard action, you can spend 30 Matter to grant yourself or a target within 25 feet a translucent shell of dark matter. For 10 minutes, the target gains a +2 bonus to AC, and has resistance to Force damage.

Manaburn: Void Barrage: You learn the dangerous technique of overexerting your magic stores to unleash damaging spells. These techniques do not have daily limits, but damage you with their use in a reaction known as Manaburn. Manaburn damage that you deal to yourself cannot be resisted or avoided, and cannot be healed by means other than a long rest or the Reconstruct ability. Manaburn damage is healed first when using the Reconstruct ability.

The first of these techniques is Void Barrage. By dealing 1d6 Manaburn damage to yourself as a standard action, you can unleash 3 Void missiles at your enemies. These missiles deal 1d6+2 Force damage each, can target a range up to 120 feet, can be aimed at different targets or the same target, and all deal damage simultaneously. You can deal additional Manaburn damage to summon more missiles, dealing an extra 1d6 Manaburn damage for each missile, up to 4d6 Manaburn damage for a total of 6 Void missiles.

Effects that negate the damage of Magic Missiles also negates this ability's damage.

Phase 3
Voidmage Spells (Intermediate): You learn the 5th and 7th-level spells detailed in the List of Voidmage Spells table and always have them prepared without contributing to the maximum number of spells you can have prepared, provided that you are capable of casting spells of that level. If you are not capable of casting 5th and 7th level spells, you will learn these spells once you are capable.

Greater Voidblade: When you cast the Voidblade spell, the blade's damage is increased to 1d8, and you can add your Voidmage Spellcasting Ability Modifier to damage rolls in addition to either your Strength or Dexterity bonus. In addition, the blade is treated as a +2 weapon.

Matter Cube: As a standard action, you can spend up to 50 matter to compress it into a small cube. This cube is roughly the size of a die, and is weightless while in your possession. While you have the cube, you can break it down as a standard action to regain the matter used to create it. The cube does not vanish over time as your stored matter does. If the cube leaves your possession, it harmlessly dissipates into the Aether. You can only have one Matter Cube on your person at a time.

Phase 4
Void Volley: If you cast Conjure Volley while the Voidblade spell is active, you can shoot a beam of energy from the blade into the air, allowing Conjure Volley to deal Force damage.

Unstable Simulacrum: Using matter, you can construct an imitation of a being or construct that you have knowledge of summoning. At the cost of 10 matter per spell slot, you may cast one conjuration spell that summons or conjures creatures or constructs that you know without expending a spell slot. The creature(s) or construct(s) summoned have half of the hit points the creature would normally have, cannot regain spell slots, and cannot be healed other than through the Reconstruct ability. Instead of the creature's original race, any creature summoned this way is considered to be an Aberration (Constructs are still considered Constructs), and appears to be a purple, translucent silhouette of the creature's or construct's form. Concentration is not required to maintain the creature's/construct's form or control over the creature/construct, but the creature/construct only exists for 10 minutes or until its hit points are depleted. Only one Unstable Simulacrum spell can be active at a time.

Manaburn: Void Bomb: As a standard action, you can deal 5d6 Manaburn damage to yourself to unleash a powerful ball of void energy up to 100 feet away. Upon impact, the ball explodes, dealing 8d6 Force damage to any creatures in a 25-foot radius sphere. The creatures in the sphere can make a Dexterity spell save to halve the damage. You can take additional Manaburn damage to make the bomb stronger, dealing an extra 1d6 Force Damage for each 1d6 extra Manaburn damage you take, up to 12d6 Force damage for 9d6 Manaburn damage.

Phase 5
Voidmage Spells (Greater): You learn the 9th-level spells detailed in the List of Voidmage Spells table and always have them prepared without contributing to the maximum number of spells you can have prepared, provided that you are capable of casting spells of that level. If you are not capable of casting 9th level spells, you will learn these spells once you are capable.

True Voidblade: When you cast the Voidblade spell, the blade's damage is increased to 1d10, and is treated as a +3 weapon.

Manaburn: Empower: When you cast a spell, you have the option to exert yourself to empower the spell. You are able to cast the spell at a higher spell slot level without expending the higher spell slot (instead, you expend the spell's base level spell slot) by taking 1d8 Manaburn damage for each level of the target spell slot (For example, if you want to use this ability to cast Fireball at the 7th level, you would expend a 3rd level spell slot and take 7d8 Manaburn damage.) You must have the capability to cast spells at the targeted spell slot level.

If you use Pact Magic or a similar spellcasting style, you can use this ability to cast a spell at up to two spell levels higher than your maximum spellslot level.