Abyssal Warden icon

Yokai Subclass

Abyssal Warden

Guardians of the Boundary

History

“You think I found this? That I went looking? No one looks for the Tet. The Tet finds you—in the moment you are most empty, it fills you with something worse than nothing. It fills you with the knowledge that nothing was always there.” — Name Unknown, recovered journal entry

When the Disavowed enacted the Seal of Mortal Sanctity, they severed the cosmic passages between the Material Worlds and the Inner Planes. The act saved Adamah. But sealing a door does not destroy what presses against it, the Tetorlaious—the No-Plane, a vast expanse of non-existence, the membrane through between worlds.

Over centuries, the weight of sealed planes grinding against each other created fractures: hairline cracks in the barrier between what is and what is not. And through those fractures, the Tetorlith, ever-shifting forces of chaos born from the Tet itself, slip into reality to feed on unsuspecting life and ambient energy.

But fractures do not appear at random. Mortals who carry deep, unresolved severance—grief without closure, exile without end, abandonment without answer—thin the barrier around them without knowing it. Their pain creates the crack. The Tetorlith comes looking.

The Hollow Breath

Every Warden remembers the moment. The details vary—a soldier over a mass grave, a child in a cellar waiting for someone who will never return. What matters is the state: a living being so saturated with grief that the wall between them and the Tet becomes thin as parchment.

The Tetorlith comes through the fracture the mortal doesn't know they've made. And between one heartbeat and the next, the mortal experiences the Tetorlaious directly—not as a place, because it is not a place. As an absence. Sound stops. Thought empties. For an instant the body registers as a single breath and the mind registers as eternity, they cease to fully exist. This is the Hollow Breath.

Most die. The Elohim is torn loose, and the Tetorlith feeds. But some breathe out—and no Warden has ever identified why. There is no hidden strength, no secret quality. Survival appears to be arbitrary. This is the first lesson every Warden learns and the one that never stops haunting them: there is no reason they lived.

Those who survive do not return whole. A fragment of the Tet crosses the threshold during the Hollow Breath and lodges inside them—a splinter of nothing nested in a living Elohim. From that moment forward, the Warden is not entirely real. Their shadows move wrong. Their voice occasionally drops into a register that unsettles without explanation. The Arcane Fire that marks all Yokai burns different in a Warden: cold, dark at the edges, described by witnesses as “light that makes things harder to see.”

The Shape of the Wound

No two Wardens wield the Tet identically, because no two fractures are the same. A Warden born from violent sudden loss, or exile, or rage will channel the void differently.

This is why there are no masters, no academies, no curriculum. A Warden who survived through stillness cannot teach a Warden who survived through fury. What keeps one alive would consume another.

Wardens who draw too deeply, too often, do not die the way other Yokai fail. They do not burn out or shatter. They disappear—between one moment and the next, simply ceasing to be, leaving behind a cold spot and a silence that takes hours to fade. The Tet reclaiming what was always its property.

Other Spell Weavers give Wardens distance, and the distance is not courtesy. They can feel it—standing near a Warden is described as “standing next to a hole in the world shaped like a person.” The fear is not irrational. The respect is earned the hard way.

Wardens who survive long enough to be called veterans share a trait other Yokai find deeply unsettling: a calmness that does not look like peace. It looks like someone who has already accepted an ending and is simply determining how long they can delay it.

Subclass Breakdown

Guardians of the boundary between worlds, wielding dark energy of non-existence from the Tetorlaious (boundless emptiness between realms). They walk the razor's edge between sanity and oblivion, blending into darkness, teleporting between shadows, and striking with the chilling touch of entropy itself.

Base Class

Yokai

Core Ability

Endurance

Aptitude Dice

d6

MAB

6

Aptitude

Aptitude in Stealth Skill, 1 Toolkit Aptitude of your choice, and 2 additional Martial Weapons of your choice.

The Void

Void Points

Total: 5 + your Level + Endurance Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Arcane Fire Dice

Modified Yokai class die. Deals Entropy Damage. Spend ARC or Void Points.

Spell Weaving

1d20 + MAB

Key Mechanics

Warden of the Dark (Passive)

Arcane Fire reshaped into a weapon of entropy and shadow.

Abyssal Sense (Passive)

Connection to Tetorlaious allows perception in Dim Light/Darkness up to 20 m. Sense movement as subtle shifts in shadow/light. +3 to Awareness Skill Checks. Detect illusory/hidden magical effects within 5 m (even Invisible).

Arcane Fire Dice (Passive)

Your Arcane Fire now deals Entropy Damage. You may spend ARC or Void Points to activate Arcane Fire and to increase its Damage for each additional point spent. If you have Amplify Magic any Spell or Feat that uses Arcane Fire Dice can now also be Amplified using ARC or Void Points. Some Abyssal Warden Feats require you to roll your Arcane Fire Dice for additional effects. This does not count as using Arcane Fire.

4

Abyssal Awakening

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Helpful Shadow

AP: 1 | RCore Synergy

When an ally you can see makes a Stealth Skill Check, you may grant them +2 to their roll.

Dimensional Tear

AP: 1 | QA | 1 Void Point | Range: 10 m | Radius: 5 m

You rip open a small rift to the Tetorlaious, disrupting the battlefield. Choose an Unoccupied Space within Range, hostile creatures within the Sphere must make a Reflex Defense Roll against your Spell Weaving. On failure, they are pulled to the center of the Radius, are Restrained, and take 1 Arcane Fire Dice of damage.

Shadow Puppeteer

AP: 2 | CA | 1 Void Point | Duration: 3 Rounds | Range: 10 m

Create a Medium-sized illusionary creature or object and force all hostile creatures who see it to make a Critical Thinking or Rationalism Skill Check against your Spell Weaving Roll. On failure, they are Frightened of the illusion. Once per Round you may move the illusion up to 6 m as a Free Action.

Shadowmeld

AP: 1 | QA | 1 Void Point | Duration: Until end of your next Turn or take a hostile Action

You have an innate affinity for the manipulation of shadows, allowing you to blend seamlessly into dim light or darkness. When standing in Dim Light or Darkness, you become Invisible and gain +2 on your next Attack Roll.

Voidtouched Arsenal

AP: 1 | QA/R | 2 Void Points | Duration: 3 Rounds

You infuse a weapon you have Aptitude in with the power of the Tetorlaious, transforming it into a Void-Touched Weapon. While active, the weapon gains the following effects: +1 to your Attack Rolls and +1 Arcane Fire Dice of damage. Is considered Magical, for overcoming Resistances and Immunities. On hit, the creature’s Speed is halved and they are Confused until the end of their next Turn. After hitting a creature, you may teleport up to 3 m into an Unoccupied Space you can see. You may only maintain 1 Void-Touched Weapon at a time.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Embrace the Abyss

You gain all remaining Core Subclass Feats you did not select at level 4, and +1 to any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your void power. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Adept Loom-craft (See Core Rule Book: The Spell-Loom).

Path of Distortion

Shadow Duplicates and Illusions. You are able to manipulate shadows and create illusory duplicates, making it difficult for enemies to pinpoint their true location. With Loom-craft, weave custom spells that amplify your deceptions.

Passive: Gain +1 to your Spell Weaving Checks.

Shadow Duplicate

AP: 1 | QA | 6 Void Points | Duration: 3 Rounds, Concentration | Range: 10 m

You create a shadowy duplicate of yourself in an Unoccupied Space within Range. The Shadow Duplicate: Takes its Turn immediately after you. Uses your AP, Base Stats, Attack Rolls, and Spell Weaving, shares your HP, ARC, and Void Points, but has no Armor THP. Is Immune to Buffs, Healing, Conditions and Effects. If it moves out of the Range for an entire Turn, it dissipates. You may only have one Shadow Duplicate active at a time.

Level 8

Solid Shadow

Passive

When Shadow Duplicate is active you gain +2 AP.

Level 10

Multiplicative

Passive

You can create a number of Shadow Duplicates equal to your Fortitude Modifier.

Path of the Nightblade

Darkness as Weapon and Shield. You can manipulate the natural ambient darkness around you to obscure your presence, using darkness as both weapon and shield. With Loom-craft, forge spells that blend shadow strikes with entropic power.

Passive: When you are within Dim Light or Darkness your Attacks deal +1 Arcane Fire Dice of damage.

Umbral Blade

AP: 2 | CA | 3 Void Points | Duration: 5 Rounds | Range: 2 m

You summon a swirling void-forged blade to orbit you, slashing at your foes. When you take or deal damage to a creature within Range, they take +1 Arcane Fire Dice of damage. If you reduce a creature to 0 HP from any Blade damage, regain 1 Void Point.

Level 8

The Reaping

AP: 1 | QA/R | 4 Void Points

When your Umbral Blade deals damage to a creature you gain 1 Arcane Fire Dice of ARC or HP.

Level 10

Shade Guard

AP: 1 | QA/R | 3 Void Points

Your Umbral Blade deals damage when a creature moves into or out of your Melee Range.

Path of the Shroud

Enveloping Sphere of Darkness. The Tetorlaious enshrouds you creating an enveloping sphere of darkness. With Loom-craft, craft spells that extend your protective darkness to allies.

Passive: You do not provoke Opportunity Attacks when moving through spaces within Dim Light or Darkness.

Cloak of Shadow

AP: 1 | QA | 2 Void Points | Duration: Rounds equal to your Fortitude Modifier | Range: Self | Radius: 5 m

You summon a swirling sphere of darkness centered on yourself: The area is considered to be in Darkness. You and all allies inside the Cloak gain +2 to Attack and +2 to Defense Rolls.

Level 8

Shadow Defenses

AP: 1 | R | # Void Points

Your connection to The Tetorlaious allows you to manipulate incoming attacks while inside your Cloak of Shadow. When an attack is made against you or an ally within Cloak of Shadow you may reduce it by 1 Arcane Fire Dice for each Void Point spent.

Level 10

Shrouded

AP: 2 | CA | 2 Void Points

You may grant an ally affected by Cloak of Shadow use of either Shadowmeld or Voidtouched Arsenal.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defensive & Offensive Feats

Amplifier of the Dark

AP: 1 | QA | 1 Void Point

When you deal damage to a creature while Shadowmeld is active, the target must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Paralyzed until the end of their next Turn.

Drain

AP: 1 | R | 1 Void Point | Range: 10 m

When an ally makes an Attack Roll against a creature within Range, you may impose a -2 penalty to that creature’s Fortitude Defense Roll.

Grasp Beyond the Veil

AP: 1 | R | 2 Void Points

When a creature you can see teleports or otherwise moves magically, you may force them to make Will Defense Roll against your Spell Weaving. On failure, the creature’s movement is canceled, and they are Paralyzed until the end of their next Turn.

Shadow Prison

AP: 2 | CA | 4 Void Points | Duration: 3 Rounds, Concentration | Range: 10 m

You attempt to imprison a target creature of Threat Level Significant or lower within Range. The target must make a Will Defense Roll against your Spell Weaving. On failure, they vanish and are considered Incapacitated for the Duration.

Voidstep

AP: 1 | R | 3 Void Points

When you take damage from an attack, you may instantly vanish into the void. You teleport up to 15 m to an Unoccupied Space you can see.

Path-Specific Feats

Eclipsing Shadow

AP: 1 | QA | 2 Void Points | Range: 10 mShroud

While Cloak of Shadow is active, you may end it early by attaching it to a hostile creature within Range. The cloak moves with that creature and retains its remaining Duration. All hostile creatures, including the target, that enter or start their Turn within the Radius must make a Will Defense Roll against your Spell Weaving. On failure, they are Blinded and their Movement is halved until the start of their next Turn.

Rift Echo

AP: 1 | RShroud

When a creature enters or exits the Radius of Cloak of Shadow, they take 1 Arcane Fire Dice of damage.

Shadow Switch

AP: 1 | QA/R | 2 Void PointsDistortion

You and your Shadow Duplicate can switch places.

Umbral Shield

PassiveNightblade

When you summon Umbral Blade you gain +15 THP for the Duration. Duration: While THP persists.

Utility Feats

Enveloping Shadows

Passive

Shadowmeld is now considered a Passive.

Sacrifice of the Void

AP: 2 | CA

You convert life force into ARC or Void Points at a cost to your body. Spend 5 HP to gain 1 Point (Void or ARC). You may convert up to 50 HP per Long Rest. If you exceed this limit, you take 1 Level of Exhaustion per additional 5 HP spent.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement (see page 54/264).

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5. You also gain the capstone ability from your chosen Adept Path.

Helpful Shadow Upgrade

Passive

When you use Helpful Shadow, the ally also gains +2 to Reflex Defense Rolls until the start of their next Turn.

Arcane Fire Upgrade

Passive

Your Arcane Fire Dice increases to a d10.

Dimensional Tear Upgrade

Passive

Damage: Increases to 2 Arcane Fire Dice. If a creature critically fails their Reflex Defense Roll they are Restrained until the end of their next Turn.

Shadow Puppeteer Upgrade

Passive

Duration: Increased to 3 Rounds. Is now as a Quick Action. Can now create a Large-Sized illusion within 15 m. The illusion can produce minor sensory effects (sight, sound, breeze, warmth, scent). On failure against Shadow Puppeteer creatures take 1 Arcane Fire Dice of Psychic Damage.

Shadowmeld Upgrade

Passive

While active, you can make one Attack Action or Weave one Spell without breaking Invisibility.

Voidtouched Arsenal Upgrade

Passive

Damage: Increases to +2 Arcane Fire Dice of damage. Distance: Increase teleportation Range to 5 m. You may now maintain 2 Void-Touched Weapons at a time.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book APPENDIX E: The Spell-Loom).

Shaded Strike

AP: 1 | RMaster Synergy

When an ally you can see enters an area of naturally occurring Dim Light or Darkness, you may grant them +3 to their next Attack Roll.

Path of the Shadow Trickster

Intricate and Powerful Illusions. You delve deeper into the art of illusions, creating intricate and powerful shadows. With Master Loom-craft, weave spells that blur the line between illusion and reality.

Passive: While within Dim Light or Darkness, you gain +2 to all Coercion, Dishonesty, Thievery, and Disguise Skill Checks.

Shadowscape

AP: 2 | CA | 7 Void Points | Duration: 5 Rounds, Concentration | Range: Self | Radius: 5 m

Force all hostile creatures within the Radius to make a Critical Thinking or Rationalism Skill Check against your Spell Weaving. On failure, they are afflicted by one illusionary effect of your choice for the Duration: Weightlessness: All damage they deal is halved. Immobility: Their Speed becomes 0. Transformation: They believe they are transformed into another form and lose access to their Spells, Feat, and Abilities.

Level 13

Realm of Shadow

AP: 1 | QA/R | 3 Void Points

Choose one creature within the Shadowscape, they take 3 Arcane Fire Dice of damage and must make a Will Defense Roll against your Spell Weaving. On failure, they are Frightened for 2 Rounds and roll twice, taking the lower on its next Attack Roll.

Level 15

Mind’s Eclipse

Passive

At the start of each creature’s Turn inside the Shadowscape, they must repeat their Critical Thinking or Rationalism Check against your Spell Weaving. On a failure, they become afflicted with two illusion effects of your choice and you no longer need to maintain Concentration on Shadowscape.

Path of Tetorlith

Harnessing the Power of Void Creatures. Your time spent with the Tetorlith, creatures who inhabit the void, has shown you new ways to harness the power of the empty black. With Master Loom-craft, forge devastating entropic spells.

Passive: Whenever you deal damage to 2 or more hostile creatures you regain 1 Void Point (once per Round).

Dark Eruption

AP: 2 | CA | 5 Void Points | Duration: 3 Rounds, Concentration | Range: Self | Radius: 2 m

You unleash a burst of dark energy exploding around a hostile creature. All creatures that start or end their Turn within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures take 3 Arcane Fire Dice + 1d8 Force in damage and are pushed back 5 m and are knocked Prone.

Level 13

Voided

AP: 1 | QA/R | 2 Void Points

When a creature takes damage from Dark Eruption, until the end of their next Turn: Their attacks deal half damage. They lose 1 AP. They suffer -2 against all Spell Weaving Checks.

Level 15

Void Nova

Passive

While Dark Eruption is active you gain the following: +5 Movement Speed. +2 to Reflex Defense Rolls. +20 THP. Deal +1 Arcane Fire Dice of damage from attacks and Spells.

Path of the Warden’s Chains

Extending Abyssal Influence Through Restraint. Your prolonged exposure to The Tetorlaious has empowered you with the ability to extend your abyssal influence further. With Master Loom-craft, bind enemies with entropic chains of your own design.

Passive: Whenever you deal damage to a Restrained creature they are Stunned until the end of their next Turn.

Binding Tendrils

AP: 2 | CA | 4 Void Points | Duration: 5 Rounds, Concentration | Range: 10 m | Radius: 3 m

You summon writhing tendrils of abyssal darkness at a point within Range. Choose one creature within the Radius and force them to make a Fortitude Defense Roll against your Spell Weaving Roll. On failure, the target is Restrained for the Duration and take 1 Arcane Fire Dice of damage at the start of each of its Turns. If the target dies or succeeds on an Overcome Action, you may choose another creature within Range to attempt the effect immediately at no additional cost.

Level 13

Entropic Chains

AP: 1 | QA | 3 Void Points | Duration: 3 Rounds | Radius: 10 m

While Binding Tendrils is active, chains burst forth from the tendrils. Each hostile creature within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures are dragged 3 m toward the tendrils, are Grappled and Prone, and takes 1 Arcane Fire Dice of damage at the start of their next Turn.

Level 15

Consuming Abyss

AP: 2 | CA | 4 Void Points | Duration: 3 Rounds | Range: 5 m

For the Duration: You gain +1 Arcane Fire Dice to all your Damage Rolls for each creature Restrained or Grappled by your effects. You regain HP equal to half the Entropy Damage you deal. You gain 1 Void Point at the end of your Turn if at least one creature remains Restrained.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defensive & Offensive Feats

Shadow Dodge

AP: 1 | R | 2 Void Points

You become a blur of motion and darkness. Until the start of your next Turn: Gain +2 to all Defense Rolls. If you fail on a Defense Roll against an Area of Effect, you only take half damage. Gain +2 Movement Speed.

Lingering Darkness

AP: 1 | QA/R | 1 Void Point

When you deal damage with a Void-Touched Weapon the target suffers –2 to their next Attack and Defense Roll.

Shadowmeld Shield

AP: 1 | R | 5 Void Points

When you succeed on a Defense Roll while in Dim Light or Darkness you gain Immunity to all Physical Damage Types until the start of your next Turn or until you take a hostile Action or Weave a Spell.

Siphoning Shadows

AP: 1 | QA/R | 2 Void Points

When you deal damage with a Void-Touched Weapon, regain HP equal to half the damage dealt.

Warden’s Grasp

AP: 1 | QA | 2 Void Points

When you damage a creature with Arcane Fire or a Spell, they are Restrained until the end of your next Turn.

Path-Specific Feats

Friend of Shadow

AP: 1 | QA | 1 Void PointShadow Trickster

All allies within the Radius of Shadowscape gain the benefits of Shadowmeld until the end of their next Turn, or until they make a hostile Action.

Void Pulse

PassiveTetorlith

When you activate Dark Eruption or Void Nova, all allies within the Radius gain THP equal to your Fortitude Modifier + Level.

Utility Feats

Ferry to the Void

10 Void Points | Duration: 10 minutes

You gain the ability to sequester yourself and your allies on the Tetorlaious. Transport yourself and up to 10 willing creatures into the Tetorlaious. Your allies benefit from a Full Short Rest without time passing in the Material Plane. Afterwards you return to your original location.

Riftwalker

Passive

When magically moving, teleporting, or shifting, in any way, you may bring one willing creature with you, provided you can touch them.

Shadowless

Passive

You may now activate Shadowmeld regardless of lighting conditions. Gain +2 to Stealth Skill Checks in all environments. You may move at full Speed while Invisible.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement (see page 54/264).

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your void mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Loom-crafting (See Core Rule Book APPENDIX E: The Spell-Loom).

Shadow Shift

AP: 1 | R | Range: 5 mPinnacle Synergy

When an ally within Range is targeted by an attack they can add your Fortitude Modifier to their Defense Roll.

Path of Endless Shade

Silent, Deadly Shadow Strikes. You are your own shadow, silent and, to your foes, extremely dangerous. With Loom-crafting, create spells that strike from the void itself.

Passive: You automatically succeed on Stealth Skill Checks while in Dim Light or Darkness.

Arcane Shadow

Passive

Each time you deal damage, you gain a stacking bonus +1 Arcane Fire Dice bonus damage for each consecutive hit. Maximum of +5 bonus Arcane Fire Dice. The bonus resets to 0 if you miss an attack or take a Rest. While at maximum stacks, hostile creatures within 2 m suffer –2 to all Defense Rolls against you.

Level 18

Apex of Silence

Passive

While at 5 stacks of Arcane Shadow: Regain 1 Void Point at the start of each of your Turns to a maximum of half. You may spend 1 Void Point as a Free Action once per Round to teleport up to 6 m into an Unoccupied Space you can see.

Level 20

Blade in The Night

AP: 2 | CA | 5 Void Points | Duration: 3 Rounds

While active: Your Spells no longer require the Vocal Component. +3 m of Movement Speed. +2 to your Reflex Defense Rolls. +2 to your Attack Rolls. Once per Turn you are able to teleport to any space of Dim Light or Darkness within your Movement Speed. When dealing damage to a creature, they are Silenced until the end of their next Turn. You cannot be targeted by Opportunity Attacks.

Path of the Dark World

Shadow for Havoc and Destruction. You gather the shadow to wreak havoc and destruction upon your enemies. With Loom-crafting, forge devastating area-denial spells of pure darkness.

Passive: While you are standing in an area of Dim Light or Darkness gain +2 to all Defense Rolls.

Drowned by Darkness

AP: 2 | CA | 5 Void Points | Duration: 5 Rounds, or until dismissed as a QA | Range: Self | Radius: 8 m

You call forth a seething mass of pure darkness, enveloping the battlefield. For the Duration the Radius is considered Magical Darkness and is treated as Significant Cover: Allies inside the Radius can see normally. Hostile creatures that enter or start their Turn within the Radius take 1 Arcane Fire Dice of damage and must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Blinded for the Duration. On success, creatures are ejected from the darkness.

Level 18

Unrelenting Darkness

Passive

While Drowned by Darkness is active, if a creature attempts to leave the Radius they must make a Fortitude Defense Roll against your Spell Weaving. On failure, the creature cannot leave and are Restrained. On success, they escape but suffer 1 Arcane Fire Dice of damage.

Level 20

Entropic Coil

AP: 1 | QA/R | 6 Void Points | Range: 15 m

Choose a creature you can see within Range outside of the Radius of Drowned by Darkness and force it to make a Fortitude Defense Roll against your Spell Weaving. On failure, They are pulled into the nearest Unoccupied Space inside the Radius of Drowned by Darkness, suffer 4 Arcane Fire Dice of damage, and are Blinded until the end of their next Turn.

Path of the Hungry Void

Living Shadows that Devour Enemies. You summon and manipulate living shadows, Tetorlith, to devour your enemies. With Loom-crafting, create spells that feed on your foes’ life force.

Passive: When dealing damage to a creature that is Frightened, Restrained, or Stunned you deal +1 Arcane Fire Dice of bonus damage to them.

Shadow Feast

AP: 2 | CA | 6 Void Points | Duration: 3 Rounds | Range: 12 m

You summon jagged tears in reality, unleashing ravenous Tetorlith to attack your enemies. Choose up to three creatures within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are Frightened and take 2 Arcane Fire Dice of damage at the start of each of their Turns for the Duration. You receive HP for half the damage dealt.

Level 18

Void Maw

AP: 2 | CA | 4 Void Points | Duration: 5 Rounds

You tear open a massive rift—a yawning Maw of Entropy. Choose one creature affected by Shadow Feast and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Dominated and you receive half of any damage they deal as HP. Additionally they suffer -2 when attempting to Overcome.

Level 20

Devoured by the Dark

AP: 2 | CA | 8 Void Points | Duration: 4 Rounds, Concentration | Radius: 8 m

All hostile creatures within Radius of a creature affected by Void Maw must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 5 Arcane Fire Dice of damage and become Restrained. At the end of each of their Turns they take 1 Arcane Fire Dice of damage and are pulled 4 m, toward the center of the Radius. If a creature reaches the center they are Devoured, becoming Incapacitated for the Duration. They continue to take 1 Arcane Fire Dice of damage at the end of each Turn. They can not use Overcome. For each creature Devoured, you regain 2 Void Points.

Path of the VoidWalker

Transcending the Laws of a Single World. “You are not bound by a single world—or by its fragile laws.” With Loom-crafting, weave spells that tear the fabric of reality itself.

Passive: When a creature fails a Defense Roll against you they lose 1 AP for the Round.

Tear Reality

AP: 2 | CA | 10 Void Points | Duration: 5 Rounds | Range: 15 m | Radius: 10 m

Select an Unoccupied Space within Range and force all hostile creatures within the Radius to make a Will Defense Roll against your Spell Weaving. On failure, they are teleported into the Tetorlaious along with you and your allies. For the Duration: Hostile creatures become Confused and only have 2 AP. Your allies gain Resistance to Entropy Damage, +1 AP, and +1 Arcane Fire Dice of damage to their Damage Rolls. You may grant Shadowmeld to an ally you can touch.

Level 18

Fractured Fields

AP: 1 | QA/R | 4 Void Points

While Tear Reality is active choose a hostile creature you can see and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are teleported to an Unoccupied Space of your choice and they suffer 3 Arcane Fire Dice of damage. Additionally you can choose to teleport a willing ally in the same way.

Level 20

Breach Collapse

Passive | Duration: 3 Rounds

You tear open the boundary completely for a brief instant, threatening to erase existence around you. When Tear Reality ends all hostile creatures return to the Material Plane and must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 4 Arcane Fire Dice of damage, and for the Duration they become Vulnerable to Non-magical Physical Damage and are Frightened.

Resonate Spell-Loom

Passive | Level 20

At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defensive & Offensive Feats

Tether of Kalabel

AP: 1 | QA/R | 6 Void Points | Range: 15 m

Choose a hostile creature within Range and until the end of the Encounter: They take an additional Arcane Fire Dice of damage each time they are damaged. They must succeed a Fortitude Defense Roll against your Spell Weaving to teleport, become Invisible, or enter an alternate plane. On failure, their Action fails and they take 2 Arcane Fire Dice of damage.

Void Echo

AP: 1 | QA/R | 6 Void Points | Duration: 5 Rounds

For the Duration, whenever you deal damage with Void-Touched Weapon or Arcane Fire, at the start of the creature’s next Turn they suffer 2 Arcane Fire Dice of damage.

Path-Specific Feats

Ally of the Shadow

Passive | Range: 6 mEndless Shade

When an ally within Range of you deals damage to a creature you have attacked you gain a stack of Arcane Shadow.

If I Was a Shadow

AP: 1 | QA/R | 3 Void Points | Duration: 3 Rounds | Range: 10 mEndless Shade

You may choose to lose all of your stacks of Arcane Shadow and grant an ally within Range its’ benefits.

Terror of the Shadows

PassiveDark World

Whenever a creature succeeds on their Defense Roll against Drowned by Darkness, they suffer –2 to all Attack Rolls until the end of their next Turn.

Opening the Rift

AP: 2 | CA | 4 Void Points | Range: 20 mVoidWalker

Choose a creature outside of the Radius of Tear Reality within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are teleported randomly to an Unoccupied Space within Tear Reality.

Void Conversion

AP: 1 | QA/R | 2 Void PointsHungry Void

You may forgo receiving HP from Shadow Feast or Void Maw and instead regain 2d4 ARC.

Utility Feats

Tet Step

AP: 2 | CA | 10 Void Points | Range: Self | Radius: 10 m

You and all willing allies within Radius are phased into the Tetorlaious and reappear up to 1 km away in a space you can see or are familiar with.

Pinnacle Arcane Fire

Passive

Your Arcane Fire Dice are now 1d12 and increase your Fortitude Modifier by +1.

Shadow Weaver

Passive

When you create an Entropic-based Destruction Spell using the Spell-Loom crafting system, add +1d12 Force Damage to the spell’s total damage.

Specialized Character Refinement

SCR

You can select a Specialized Character Refinement (see page 54/264).