TEXT: Hollower
  Deep in the abyss of a long defiled tomb, a lone 
  archeologist pushes aside the lid of a sarcophagus, 
  only to reveal something he will never unsee. As he 
  slowly walks back through the camp of his peers, the 
  madness within is soulless eyes infests and consumes 
  all those he sees. 
  A thief, huddled in the shadows of an unnamed tavern 
  ally, brushes away the dust from her latest prize. As 
  the strange idol seems to shift and glow in her hands, 
  her mind is overwhelmed with the darkness of an 
  inconceivable greed. From this day onwards, no item in 
  existence will be enough to quell her destructive hunger.
  A black-cloaked apprentice flees the guards of his 
  master’s palace, frantically riffling through the pages 
  of the forbidden tome of Aseroth for a way to escape 
  his fate. As his eyes dart across the pages filled with 
  ancient runes, voices that are not his own begin to infest 
  he thoughts. He turns in his tracks, and uttering a few 
  syllables of a silent forgotten language, a creature of 
  indescribable madness tears his assailants apart.
  Secrets not meant to be known
  Within the deepest archives, and the most secret 
  libraries of the gods, resides knowledge that has been 
  hidden since before time began - secrets that were never 
  mean to be revealed - But such secrets have their own 
  way of making sure they are found... 
   
  A Hollower’s background is not important. However 
  they have come to discover the truth of the void, the 
  unspeakable darkness of it’s existence has warped 
  their mind and reality forever. Some choose to embrace 
  the unquenchable power that this emptiness contains, 
  Consuming all that they touch. Others Seek to contain 
  the madness within, realizing only too late that the 
  darkness once locked within their mind has become 
  all too real. Still others can do nothing but spread the 
  insanity that now devours them piece by piece.Whatever 
  a Hollower’s origin, their fate remains inextricably 
  linked to the maddening emptiness of the void. They 
  are a whole in the very fabric of reality, and their very 
  existence unravels the world around them
  Creating a Hollower
  When building your Hollower, think about what events 
  led them to their dark discovery. What was the defining 
  moment that revealed to them the inconceivable truth? 
  Did they uncover some dark secret while exploring 
  forgotten texts? Did the life of an adventurer lead 
  them to discover knowledge that should never have 
  been revealed? Perhaps it was some dark artifact, 
  or a botched ritual that granted them their grim 
  enlightenment. Or maybe they have already been cast 
  into the void themselves, and somehow managed to 
  claw their way back into reality by force of will alone. 
   
  A Hollower is not like other warriors or spellcasters. 
  Their abilities are not limited by the laws of magic or the 
  strength of their own bodies, however this power doe 
  snot come without a cost. The more a hollower draw 
  son the power of the void, the more warped and twisted 
  their mind becomes. If left unchecked, this madness will 
  eventually consume and destroy them, just as it does 
  everything else.  
   
  Be sure to consider how your hollower has learned 
  to cope with their ever deepening insanity. Do they 
  hide form the world and lock themselves away, or do 
  they freely demonstrate the unsavoury depths of their 
  madness in hopes of confusing or terrifying those 
  around them. What are your hollower’s goals and 
  ambitions? Do they someday hope to rid them selves of 
  the unspeakable darkness that assails their mind? Or 
  are they already too far gone to care, seeking only to 
  spread the chaos and emptiness that consumes them?
  
  Class Features
  As a Hollower, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per Hollower level
  Hit points at 1st Level: 8 + your Constitution modifier
  Hit points at higher Levels: 1d8 (or 5) + your 
  Constitution modifier each level after 1st
  Proficiencies
  Armor: Light and Medium Armor
  Weapons: Simple and Martial bladed weapons
  Tools: None
  Saving Throws: Charisma, Wisdom
  Skills: Choose two from Acrobatics, Athletics, Arcana, 
  Bluff, Investigation, Intimidation, Deception, and 
  Stealth
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • Two daggers or a longsword
  • Leather Armor
  • An explorer’s pack
  • An item of dark significance
  Dark Energy
  Hollowers tap into forces that were never meant to be 
  Contained, and contact with such devastating powers 
  does not come without risk. Every time a hollower 
  touches the void, they risk losing themselves to the 
  madness on the other side.
  Beginning at 1st level, you gain access to a pool of 
  unnatural power called Dark energy. Unlike other 
  classes, there is no limit to the amount of dark energy 
  you have access to, however each time you use dark 
  energy, you must succeed on a DC 15 charisma save, or 
  suffer a layer of Void Madness as shown on the Tables 
  below. For every layer of madness you are afflicted with, 
  the DC increases by 2.
  Nullblade
  Your connection to the void has become strong 
  enough that you can harness and shape the 
  negative energy it contains into a weapon. As a 
  bonus action on your turn, you may create any bladed 
  weapon you are proficient with out of void energy. This 
  weapon appears as an empty silhouette or a weapon 
  shaped hole in the world and ceases to exist if it leaves 
  your possession. Attacks made with this weapon are 
  considered magical, and use your charisma modifier in 
  place of strength or dexterity.
  When you make an attack with your Nullblade, you 
  spend dark energy to deal  additional damage as a 
  bonus action. At first level, this damage is 1d10, but 
  it increases with your level as shown on the Hollower 
  table. This damage ignores resistance and immunity 
  and in any way.
  Over the course of a long rest, you may consume an 
  existing weapon into the void by spending an amount 
  of dark energy equal to the weapon’s enhancement 
  bonus. If you do so, you gain the ability to summon a 
  nullblade with the same statistics as the weapon that 
  was consumed. You can consume as many weapons in 
  this way as you like, however only one nullblade can be 
  wielded at any time. A weapon consumed in this way 
  cannot be restored by any means short of a wish spell.
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Nullblade, Maddening Power 
  Void Manifestation, Knowledge of the Unknowable
  Devourer of Light, 
  Ability Score Increase 
  Void Manifestation Feature
  Step through Darkness
  Conssumate Madness
  Ability Score Increase
  Shroud of Nothingness
  Extra Attack
  Void Manifestation Feature
  Ability Score Increase
  Step through Darkness, Conssumate Madness
  Armor of Emptiness
  Peer through Nothingness
  Ability Score Increase
  Void Manifestation Feature
  Step through Darkness, Nonexistance
  Ability Score Increase
  Echoes of the Emptyness
  Hollow Blade Damage
  1d10
  1d10
  2d10
  2d10
  2d10
  3d10
  3d10
  3d10
  3d10
  4d10
  4d10
  4d10
  4d10
  4d10
  5d10
  5d10
  5d10
  5d10
  5d10
  6d10
  Hollower
  
  Madenning Power 
  Whenever you use expend dark energy, you are opening 
  yourself up to the maddening power of the void, and 
  must roll a DC 15 Charisma save, or contract a layer of 
  void madness as shown below. Each level of madness 
  you are already afflicted with increases the dc of the 
  save by 2.
  Void madness comes in layers, and the effects you are 
  likely to suffer become more devastating as your gain 
  more layers. If you have 10 or fewer layers, you roll on 
  the Tier 1 table, if you have between 11 and 20 layers, 
  you roll on the Tier 2 table, and if you have more than 
  20 layers, you roll on the Tier 3 table.
  Void Madness does not dissipated with time, and cannot 
  be cured through normal means such as Lesser or 
  Greater Restoration spells. Instead, a Hollower uses 
  Madness to fuel their most powerful abilities, recovering 
  sanity as they wreck havoc on the world around them. 
  When your level of madness decreases, the Most 
  Devastating effects disappear first. For example, 
  reducing your madness level from 21 down to 20, 
  removes one effect from the Crippling madness table, 
  and reducing your madness level from 15 to 10 would 
  remove 5 effects from the Debilitating Madness table. 
  Which effects from each table are removed are decided 
  by you, as you slowly claw Back your sanity.
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Tier 1: incessanT Madness (10 or fewer)
  Effect
  Your mind is drained and sluggish. You suffer one level of exhaustion, and cannot gain the benefits of a short 
  rest 
  Sensation is muddled, and you seem to hear colors or taste sounds. You have disadvantage on perception 
  checks, and your passive perception becomes 0.
  You find yourself compelled to eat small inedible objects such as buttons, pebbles, bullets, or coins . You must 
  make a dc 10 charisma save to resist consuming such objects
  The last few hours are a Blur; you cannot seem to remember anything that happened since your last long rest, 
  and lose all experience gained during the missing hours until your memory returns. 
  You find yourself easily distracted and unable to focus on any single task or target. You cannot choose to repeat 
  the same action or target the same creature or object twice in a row 
  A guilty conscience weighs on you heavily holding you back from deceptive or immoral acts. You have 
  disadvantage on skill checks to lie, deceive, or steal
  You develop a noticeable vocal tick, which others find unsettling. You have disadvantage on deception, 
  persuasion and performance checks which rely on speech
  The idea of forcing your will on others is frightening and difficult, you have disadvantage on persuasion and 
  intimidation checks
  Your fingers struggle to remember the nuances of written language. you must succeed on a dc 10 dexterity 
  check in order to write legibly.
  You find yourself pocketing anything not nailed down. If you unobserved within 5ft of a small object that would 
  fit in the palm of your hand, you must succeed on a  dc 15 charisma check or attempt to pocket the item.
  Written Language becomes difficult as the symbols on the page seem to dance around. You must succeed on a 
  DC 10 intelligence check to read any writing, even if you can normally read that language.
  Your tongue ties itself in knots whenever you attempt to speak. You must succeed on a dc 10 dexterity save in 
  order to speak coherently.
  The difference between dream and memory is ill defined. You have disadvantage on knowledge checks made 
  to recall information, however on a natural 1, you recall relevant information you have no way of knowing.
  You find it bewildering to face asymmetry in battle. You have disadvantage on attack rolls while within 5 ft of an 
  odd number of creatures
  A vast hunger consumes you. You must succeed on a dc 15 charisma saving throw to avoid ingesting any food 
  or drink provided to you, and suffer one level of exhaustion for every hour you go without food or drink.
  You find it increasingly difficult to tell friend from foe. You must succeed on a DC 10 charisma check to 
  correctly identify a creature as an ally or enemy in battle
  It becomes difficult to tell the truth, even when you know you should. You can add twice your proficiency bonus 
  to deception checks when telling a lie, but must succeed on a DC 15 charisma save in order tot ell the truth
  Your dreams are plagued with terrible nightmares. You must succeed on a dc 15 charisma saving throw in 
  order to gain the benefits of any long rests you take
  Pain is so deadened by your mind that you have difficulty recognizing when to avoid it. You gain temp hp equal 
  to your charisma modifier each round, but cannot add your dexterity modifier to your AC.
  You are uncharacteristically chipper, and gain advantage on all skill checks in which you are proficient 
  
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  Tier 2: debiliTaTing Madness (11-20)
  Tier 3: crippling Madness (20 or More)
  Effect
  Illness seems intent on taking you, even if no one else sees the signs. You suffer the effects of the spell 
  contagion, as decided by the DM
  Your fingers seem hesitant to obey your command, you have disadvantage on slight of hand checks and attacks 
  made using your dexterity modifier
  You feel compelled to repeat yourself, lest you make a mistake. Whenever you take an action, you must repeat 
  that action 1d4 times
  You cannot seem to recall how to use tools you once knew so well. You lose one weapon or tool proficiency, 
  chosen by the DM
  Your mind is overwhelmed by everything going on around you. You must succeed on a dc 15 charisma check 
  each round, or be unable to take more than one type of action that round.
  You cannot seem to recall much of anything from the past week. You cannot remember anything that has 
  happened during the past 1d6 days, and lose all experience gained in that time until your memory returns.
  The world around you seems too large, or you seem to small. Your carrying capacity is reduced by 1/2, and 
  weapons count as one size category larger for the purpose of wielding them
  Even the lightest touch wracks your mind with mental anguish. You take an extra 1d6 psychic damage 
  whenever you take damage form a physical source
  Your eyes suddenly become too sensitive to see properly in all but the dimmest of light. You are considered 
  blinded when not within darkness or dim light.
  What ever that was... you need more. You develop an addiction to the last substance you ingested, and gain one 
  level of exhaustion for every day you go without it
  You aren’t sure why, but that... thing terrifies you. You become frightened of a type of object or creature that you 
  can see, chosen by the DM. You suffer from the frightened condition as described in the DMG
  You are convinced that you are the main character within some strange story. You may re-roll any 1s on attack 
  rolls, saving throws, and ability checks
  Effect
  Your mind refuses to commit new information to memory. At the end of each long rest, you forget everything 
  that has happened since you first gained this madness effect, and lose all experience you have gained since 
  your last long rest.
  A deep seated emptiness grips your entire being, draining your will to take on even the smallest of tasks. You 
  have disadvantage on all ability checks, saving throws, and attack rolls, and cannot gain the benefits of a 
  long or short rest
  Your body betrays you at every turn. You automatically fail stealth checks, and must succeed on a dc 15 
  charisma saving throw each round, or use your reaction to make a melee attack against a creature or object 
  within 5 ft of you. If not creature or object is present, you instead attack empty space.
  Even the idea of eating wracks your mind with terrible guilt. You are unable to willingly ingest food or drink, 
  and if you are forced to do so, you must succeed on a DC 15 charisma save or throw up, gaining no benefits 
  from the food or drink.
  You suffer intense flashes of past trauma, transporting your mind back into the terrifying events. When you are 
  hit by a weapon or spell attack, you must succeed on a dc 15  charisma check or be incapacitated for 1d4 
  rounds.
  You cannot remember anything from before you gained this madness effect, and must succeed on a dc 15 
  charisma check to benefit from any of your proficiencies. You still remember how to speak, walk, and 
  otherwise function, and can still use abilities and features from your class.
  Your ears ring with voices that are not your own. Whenever you enter a new area, you must succeed on a dc 15 
  charisma save or be under the effects of the hallucinatory terrain spell as controlled by the DM. On a natural 
  1, you are also under the effects of the phantasmal killer spell
  Your thoughts are suddenly flooded with knowledge and skills you have never experienced before. You gain 
  proficiency in 1d4 skills, weapons, tools or languages as decided by the DM. Alternatively your DM may 
  grant you one class feature from a class you have no levels in.
  
  Knowledge of the Unknowable 
  At lvl 2, witnessing the end of days has hardened 
  your mind against fear, and your presence feels like 
  an unsettling absence in the fabric of reality. You 
  gain advantage on saving throws against becoming 
  frightened, and gain proficiency in the intimidation skill 
  if you do not already have it. If you are already proficient 
  in intimidation, you may add twice your proficiency 
  modifier to intimidation checks.
  Devourer of Light
  Beginning at 3rd level, you have learned to feed the 
  dark forces you wield by erasing light from the world. 
  As a bonus action on your turn, you may spend dark 
  energy to extinguish any single light source you can 
  see, creating a zone of magical darkness around it that 
  extends 10 ft in all directions. This zone lasts for 1 
  minute and flows around corners and obstacles. 
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature. You can choose 
  to gain a feat as per the Player’s Handbook instead of 
  improving ability scores.
  Step through Darkness
  Beginning at 6th level, you can use the darkness of the 
  void to travel vast distances instantly. Once per round as 
  part of your move action, you may step into any zone of 
  magical darkness and reappear at another point within 
  a zone of magical darkness within 30 ft. This increases 
  to 60 ft at 13th level, and 120 ft at 18th level
  Magical Shadow
  The Magical Darkness created by a 
  Hollower is not the same type of magical 
  Darkness created by the darkness 
  spell, and serves as magical only for the 
  purpose of a hollower’s abilities. 
   
  Because it is often assumed at most 
  tables that all magical darkness 
  functions the same as that outlined in 
  the Darkness spell, It may be helpful 
  to refer to a hollower’s specific form of 
  darkness as “Magical Shadow”
  
  Consummate Madness
  From 7th level onward, You have learned how to 
  subtly influence the way in which the void twists your 
  mind. Whenever a class feature causes you to roll on 
  a madness table, you may roll twice and choose from 
  either result. At 13th level, you may roll 3 times and 
  choose either result.
  Madman’s Gambit
  Your growing madness makes you unpredictable 
  and hard to pin down. At 9th level, enemies have 
  disadvantage on opportunity attacks against you. In 
  addition, when a creature makes an opportunity attack 
  against you and misses, you may spend Dark energy as 
  a reaction to deal your nullblade damage the triggering 
  attacker.
  Shroud of Nothingness
  At level 10, You can harness the vast emptiness of the 
  void to move unseen through the world. While you are 
  within a zone of magical darkness, you may use dark 
  energy as bonus action to make yourself invisible. This 
  effect persists until you make an attack so long as you 
  remain in magical darkness. 
  Armor of Emptiness
  By 14th level, you have learned to wield the madness 
  of the void as a shield. Once per short rest, when you 
  are targeted by a weapon attack while within a zone of 
  magical darkness, you may use your reaction to spend 
  dark energy, increasing your AC by 1/2 your current 
  madness level until the start of your next turn
  Peer through Nothingness
  By peering through the emptiness of the void, you are 
  able to see even the darkest secrets of the world clearly. 
  Beginning at 15th level, When you use your Shroud of 
  Nothingness class feature, you may spend additional 
  dark energy to gain truesight as if under the effect of 
  the True Seeing Spell. This effect persists as long as 
  you remain in magical darkness, but does not extend to 
  other creatures you make invisible.
  Nonexistance
  At level 18, your maddening power allows you to shift 
  the fabric of reality to temporarily negate a target’s very 
  existence.  As an action on your turn, you may spend 
  dark energy to force a target within 20 ft to make a 
  charisma saving throw vs 8 + your proficeincy bonus + 
  your charisma modifier. A target can choose to fail this 
  saving throw. On a failure, the target disappears from 
  reality as if they had never existed for 1 minute. The 
  target cannot take actions or be targeted until this effect 
  ends, and any attempts to remember or recall the target 
  fail.
  Echoes of The Emptiness
  Your connection to the unending void  has grown so 
  strong that even the faintest hint of shadow becomes 
  a maddening darkness in your presence. Beginning at 
  20th level, you to treat all darkness as magical darkness 
  for the purpose of your Hollower Abilities.
  
  Hollow Manifestations
  The emptiness of the void cannot be harnessed without 
  consequences. By 2nd level, the hungering darkness 
  you have opened yourself up to has begun to warp your 
  mind, and possibly even your body. How a hollower 
  copes with their ever-growing madness comes to define 
  them and shape the way in which the void manifests 
  within them.
  Devouring Hunger
  For many Hollowers, the pull of the void is simply too 
  strong to resist. Why fight the darkness when they can 
  feed it instead? Such Hollowers quickly begin to destroy 
  everything they touch, Devouring the world around 
  them to feed the ever growing Hunger that grows inside.
  Pull of the Void
  Beginning at level 2 when you choose this manifestation, 
  you learn to channel the hungering power of the void to 
  draw foes within range of your attacks. As an action on 
  your turn, you can create a 10 ft spherical zone of gravity, 
  centered on your nullblade.
  Within the zone, movement away from the sphere’s 
  center is halved, and movement towards its center is 
  doubled. Creatures that move into or begin their turn 
  within the zone must succeed on a strength saving 
  throw vs 8 + your charisma modifier + your proficiency 
  bonus, or be pulled 5 feet toward it’s center The DC 
  for this saving throw is equal to 12 + your charisma 
  modifier.  
  While this zone is active, your layer of madness is 
  reduced by one layer per round. The zone ends when 
  your madness layer reaches 0, or when you choose to 
  end it as a bonus action
  Destructive Pull
  By 6th level, The vacuous power that you wield is 
  enough to consume and devour objects within the world. 
  Your nullblade deals additional damage to unattended 
  non-magical objects equal to you current layer of 
  madness. 
  In addition, while your Pull of the Void class feature is 
  active, unattended nonmagical items within your sphere 
  of gravity 5ft weighing less than 50lbs are pulled 5ft 
  towards you each round, and you may use your reaction 
  to reduce that triggering attack roll of ranged attacks 
  made against you by your current layer of madness.
  Devouring Attack
  When you reach 11th level, the destructive power of 
  your nullblade consumes all that it touches. when you 
  hit with an attack with your nullblade against a target 
  while your Pull of the Void class feature is active, You 
  may spend a bonus action to make a charisma check 
  against the target’s AC. On a success, the target’s armor 
  or shield takes a permanent and cumulative -1 penalty 
  to the AC it offers. Armor reduced to an AC of 10 or a 
  Shield that drops to a +0 bonus is destroyed, and cannot 
  be recovered by any means short of a wish spell.
  Consume Magic
  At level 17, your Hungering madness is enough to 
  consume even the raw magic within the world. When 
  you use your Pull of the Void Feature, you may choose 
  for the sphere to consume magic, as per the spell anti 
  magic field. If you do so, the Your layer of madness 
  reduces by 2 each round instead of 1. 
  
  Living Nightmare
  Hollowers who fear the dark power they have become 
  witness to, or who attempt to lock it away their madness 
  behind a mask of pleasantry, soon find that such vast 
  destructive potential cannot be contained for long. As 
  a warper’s delusions grow more and more real, the 
  dark potential of the void turns their madness into 
  reality, Manifesting as a Living Nightmare, that seeks to 
  consume everything it touches. 
  Suppress madness
  Beginning at 2nd level when you choose this 
  manifestation, you are able to use the sheer force of 
  your will to repress the darkness within your mind.
  As an action your turn, you may choose to suppress a 
  number of your madness layers up to your level + your 
  charisma modifier, Manifesting a Devourer at a random 
  unocupied point within 10 ft. While a layer of madness 
  is suppressed in this way, you do not suffer any of it’s 
  effects, however your madness layer does not decrease.
  The Devourer appears as an empty silhouette or a hole 
  in the fabric of reality, and takes a form to represent 
  your greatest fears. Regardless of what form it takes, its 
  in game statistics are the same. It has a CR equal to 1/2 
  your current layer of madness, Increasing by 1 for every 
  2 layers of madness you gain. When the Devourer kills 
  or a creature or construct, It consumes the body and 
  you automatically gain a layer of madness.
  You may command the Devourer telepathically as a 
  bonus action. If you do not command the Devourer, it 
  moves it’s speed towards you and attacks the nearest 
  creature. If at any point your madness layer exceeds 
  your level + charisma modifier, the Devourer no longer 
  obeys your commands, and becomes a hostile enemy.
  This feature lasts until the Devourer is destroyed, at 
  which point your madness layer is reduced to 0. You 
  cannot use this feature again while the Devourer 
  remains.
  Mental Barricade
  By the time you reach 5th level, You have become 
  adept at holding back  against mental attack. While 
  your Suppress Madness class feature is active, you 
  gain resistance to psychic damage, and have advantage 
  against being charmed or frightened.
  Seal the Nightmare
  At level 11 you have learned to control your madness 
  such that you can call back the Nightmare it summons, 
  albeit, not without consequences. As an action your turn, 
  you may choose dismiss the Devourer if it is within 30 
  ft of you, ending your repression early. When you do so, 
  your layer of madness is reduced to 1/4 the remaining 
  hit points of the Devourer. And you take damage equal 
  to it’s CR. You may only dismiss the Devourer while it 
  obeys your commands.
  Terrible Corruption
  You have spent so long learning to contain your 
  madness, that you have begun to wonder weather you 
  truly control the nightmares, or if they control you. 
  When you reach 17th level, While you are within 5 ft of 
  the Devouerer, either you or the Devourer may spend a 
  bonus action to consume the other. 
  If you consume the Devouerer, it disappears from the 
  world, and your form changes to resemble its likeness, 
  appearing as an monstrous silhouette or a hole in the 
  fabric of reality. You gain resistance to all damage that 
  is not psychic, force, or radiant, and when you spend a 
  null point to deal extra damage with your hollowblade, 
  you deal additional damage equal to your current 
  madness layer. Additionally, when you reduce an enemy 
  to 0 hit points or fewer, you may immediately consume 
  that creature as a reaction to regain hit points equal to 
  your current madness layer. While in this form, Your 
  madness layer decreases at a rate of one layer per 
  round while in this form, and the form ends when your 
  madness layer reaches 0
  If you are consumed by the Devouerer, you disappear 
  into the void until it is destroyed, or until you use your 
  Seal the Nightmare Class feature to Dismiss it. The 
  Devouerer’s CR becomes equal to you current layer of 
  madness, and it gains any resistances or immunities 
  you posses. While you are consumed by the Devourer, 
  it treats all creatures as enemies, although it still obeys 
  your mental commands as normal. If the Devourer is 
  destroyed, you reappear in it’s place and your madness 
  layer is reduced to 0. If your madness layer exceeds 
  your level + your charisma modifier while you are in this 
  state, destroying the Devourer immediately reduces 
  you to 0 hit points and you have disadvantage on death 
  saving throws until the end of your next long rest.
  While this class feature is active, you cannot regain 
  hit points from a radiant source or benefit form your 
  mental barricade class feature. .
  
  DEVOURER 
  Medium aberration, chaotic evil 
  Armor Class 8 + Your Charisma Mod + Your Proficiency Bonus 
  Hit Points 12 per CR 
  Speed 30 ft. 
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons, cold, fire, lightning, 
  necrotic, poison, thunder 
  Damage Vulnerabilities force, psychic, radiant, damage from 
  magical weapons
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone 
  Senses blindsight 50 ft. passive Perception 1 O 
  Challenge 1/2 your current Madness Level
  Consuming Form. Any nonmagical weapon that hits the 
  Devourer corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the Devourer is destroyed 
  after dealing damage. 
  Incorporeal Movement. The Devourer can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Arcane Weakness. The Devourer has disadvantage on Saving 
  throws against spells and spell-like effects. 
  ACTIONS 
  Consume. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (4d8+3) psychic damage. The target must succeed on a 
  DC 14 Charisma saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  Ability Scores: The Devourer uses your Charisma in place of 
  it's ability scores.
  DEVOURER 
  Medium aberration, chaotic evil 
  Armor Class 8 + Your Charisma Mod + Your Proficiency Bonus 
  Hit Points 12 per CR 
  Speed 30 ft. 
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons, cold, fire, lightning, 
  necrotic, poison, thunder 
  Damage Vulnerabilities force, psychic, radiant, damage from 
  magical weapons
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone 
  Senses blindsight 50 ft. passive Perception 1 O 
  Challenge 1/2 your current Madness Level
  Ability Scores: The Devourer uses your Charisma in place of 
  it's ability scores.
  DEVOURER 
  Medium aberration, chaotic evil 
  Armor Class 8 + Your Charisma Mod + Your Proficiency Bonus 
  Hit Points 12 per CR 
  Speed 30 ft. 
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons, cold, fire, lightning, 
  necrotic, poison, thunder 
  Damage Vulnerabilities force, psychic, radiant, damage from 
  magical weapons
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone 
  Senses blindsight 50 ft. passive Perception 1 O 
  Challenge 1/2 your current Madness Level
  Consuming Form. Any nonmagical weapon that hits the 
  Devourer corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the Devourer is destroyed 
  after dealing damage. 
  Incorporeal Movement. The Devourer can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Arcane Weakness. The Devourer has disadvantage on Saving 
  throws against spells and spell-like effects. 
  ACTIONS 
  Consume. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (4d8+3) psychic damage. The target must succeed on a 
  DC 14 Charisma saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  Ability Scores: The Devourer uses your Charisma in place of 
  it's ability scores.
  DEVOURER 
  Medium aberration, chaotic evil 
  Armor Class 8 + Your Charisma Mod + Your Proficiency Bonus 
  Hit Points 12 per CR 
  Speed 30 ft. 
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons, cold, fire, lightning, 
  necrotic, poison, thunder 
  Damage Vulnerabilities force, psychic, radiant, damage from 
  magical weapons
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone 
  Senses blindsight 50 ft. passive Perception 1 O 
  Challenge 1/2 your current Madness Level
  Consuming Form. Any nonmagical weapon that hits the 
  Devourer corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the Devourer is destroyed 
  after dealing damage. 
  Incorporeal Movement. The Devourer can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Arcane Weakness. The Devourer has disadvantage on Saving 
  throws against spells and spell-like effects. 
  ACTIONS 
  Consume. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (4d8+3) psychic damage. The target must succeed on a 
  DC 14 Charisma saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  Ability Scores: The Devourer uses your Charisma in place of 
  it's ability scores.
  DEVOURER 
  Medium aberration, chaotic evil 
  Armor Class 8 + Your Charisma Mod + Your Proficiency Bonus 
  Hit Points 12 per CR 
  Speed 30 ft. 
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons, cold, fire, lightning, 
  necrotic, poison, thunder 
  Damage Vulnerabilities force, psychic, radiant, damage from 
  magical weapons
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone 
  Senses blindsight 50 ft. passive Perception 1 O 
  Challenge 1/2 your current Madness Level
  Consuming Form. Any nonmagical weapon that hits the 
  Devourer corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the Devourer is destroyed 
  after dealing damage. 
  Incorporeal Movement. The Devourer can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Arcane Weakness. The Devourer has disadvantage on Saving 
  throws against spells and spell-like effects. 
  ACTIONS 
  Consume. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 21 (4d8+3) psychic damage. The target must succeed on a 
  DC 14 Charisma saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  Ability Scores: The Devourer uses your Charisma in place of 
  it's ability scores.
  
  Seed of Corruption
  Unable to cope with the madness on their own, some 
  hollowers seek to escape their torment by spreading 
  it to others. Infesting the minds of their foes with 
  the same darkness that afflicts them, these Seeds of 
  Corruption Wreck Havoc on the sanity of those that 
  stand in their way. 
  Infest the Mind
  Beginning at 2nd level when you choose this 
  manifestation, The emptiness of your eyes reflects 
  visions of the dark nothingness from which you draw 
  your power. Whenever you make an attack with your 
  null blade against a target you can see, you may make 
  an intimidation check as part of the attack. On a success, 
  the target is afflicted with a layer of madness. If a target 
  dies while afflicted with madness from this feature, 
  subtract the number of layers of madness the target was 
  afflicted with from your own.
  Painful Insanity
  At 5th level the madness that you sew within the minds 
  of your foes causes them to greater and greater pain 
  with each attack. When you spend dark energy to deal 
  extra damage against a target afflicted with madness, 
  you deal additional damage equal to the target’s current 
  layer of madness + your charisma modifier
  .
  Distort Senses 
  By the time you reach 11th level, you have learned to 
  manipulate the madness within your foes to your own 
  advantage. When an enemy afflicted with madness 
  makes an attack or casts a spell that targets you or an 
  ally, you may use your reaction to reduce the attack roll 
  or spell save DC by their current layer of madness
  Dominate Madman
  At level 17 you gain the ability to twist and shape the 
  insanity you have inflicted upon your enemies in order 
  to control their actions. As an action on your turn, you 
  may force a target you have afflicted with madness to 
  make a charisma saving throw with a DC equal to 8 + 
  your charisma modifier + your proficiency bonus. On a 
  failure, the target is dominated by you for a number of 
  rounds equal to it’s current layer of madness. When the 
  domination ends, the target’s madness layer is reduced 
  to 0. 
  
  Images in order
  Timeless Auras 617 - Yoshio Ikezaki
  https://www.yoshioikezaki.net/
  Berserker Armor 03 - Lutherniel
  https://www.deviantart.com/lutherniel
  Shadow Sword - Artist Unknown
  https://5egrognard.blogspot.com/2014/12/sword-of-
  night.html
  Speed - Rola Chang
  https://www.deviantart.com/jungshan
  The Avengers - Hawkeye - Daniel Kamarudin
  https://www.artstation.com/danielkamarudin
  Demon Shadow - Austen Mengler
  https://www.deviantart.com/austenmengler
  Shadow Knight - ©DC Comics
  http://www.enworld.org/forum/attachment.php?attachm
  entid=50743&stc=1&d=1326565151
  (oddly enough, despite the image, I cannot find evidence of this ever 
  having bene a printed cover. And cannot track down the artist)
  Damnation - Kev Walker
  http://www.artofmtg.com/artist/kev-walker/
  Unnamed - Lantgreen
  http://s1257.photobucket.com/user/lantgreen/
  library/?sort=3&page=1
  K - Tomek Pietrzyk
  https://www.artstation.com/tomekpietrzyk
  Dahaka - The Guardian Of Time - TheSyanArt
  https://www.deviantart.com/thesyanart
  The Sorcerer - Reza-ilyasa
  https://www.deviantart.com/reza-ilyasa
  Much of the artwork use din this class has been 
  heavily edited form it’s original form. I did my best 
  not to remove signatures or other identifying marks, 
  but all artwork is credited regardless.
  Credits and 
  Acknowledgments
  Class By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  A Special thanks
  To My wife, who has been forced to put up with my 
  obsessive work. 
   
  And of course, to all my patrons and supporters, and to 
  those fans who continue to enjoy my work. I love what I 
  get to do for you guys, and hope to continue doing it far 
  into the future
  Fan Content Notice
  The Alchemist Class is unofficial Fan Content permitted 
  under the Fan Content Policy. Not approved/endorsed 
  by Wizards. Portions of the materials used are property 
  of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/05-Archived Work/Hollower V1.pdf