ANNIHILATOR
Unleash unstable Void Surge in cascading chaos
"Everything ends. I just speed up the process."
Annihilators are walking extinction events. Where Void Seers are subtle and Soul Binders delicate, Annihilators rip the map apart. Every action they take flirts with instability. Every spell is a bomb. Every power a ripple of cataclysm.
They are not villains. Some are protectors who believe only overwhelming force can stop the horrors of the Rift. Others revel in it, the ultimate expression of Void-touched power.
But the more they use it, the closer they drift to collapse. Void Surge builds. And one day, they might not stop the blast.
Annihilators are Voidstriders forged in entropy, conduits for the raw, unfiltered rage of the Void itself. Where other Voidcallers seek balance, control, or insight, Annihilators embrace chaos, harnessing devastation with little concern for what stands nearby. Friend, foe, structure, soul, it all burns the same.
They are walking catastrophes, wielding psychic power that crackles with unstable intensity. Buildings collapse in their wake. Reality warps. Enemies vanish in flashes of violet flame or implode in silence. Even allies learn to keep their distance, lest they be swept up in the storm.
To become an Annihilator is to accept a truth most fear to speak: Some things must be destroyed to be saved.
Whether consumed by vengeance, forged in war, or simply unwilling to hold back, these Voidstriders burn through energy, life, and consequence alike, leaving only silence and ash in their path.
LEVEL 1
Annihilation Instability
"Power like this always comes with a price. The question is—are you the one paying it, or the one cashing in?"
— Yorith Kraal, Void Warden
The Annihilator doesn’t just tap into the Void—they tear from it, steal from it, overdraw from it. But the Void remembers. The more power they call upon, the closer they come to unraveling.
The Instability Table reflects the fragile dance between unstoppable force and inevitable collapse.
Void Surge
Every time you activate an Annihilator ability or VoidCall, you gain 1 Void Surge.
When you reach 5 Void Surge, you must Flip from your deck (this flip is Un-cheatable).
This Flip is used on the Void Instability Table.
Your Void Surge resets to 0 after resolving the effect from Annihilation Instability.
Psychic Scream
Action"You hear it? That shriek behind your thoughts? That’s not me. That’s the Void, using my lungs."
— Kaer Xel, Annihilator of the Riftspire
Psychic Scream is not a sound—it's a pulse of unraveling thought. The Annihilator projects a psychic backlash so potent it tears through the minds of everyone nearby. To those attuned to the Void, it is agony. To those unprepared, it is oblivion.
The Annihilator unleashes a burst of raw, mind-splitting psychic energy.
All other targets within 10ft take Psychic Damage equal to:
Your Foresight Mod + Their Foresight Mod
Damage is calculated Individually for each affected target.
Cannot be cheated or avoided by cover. Psychic force reverberates through matter.
Reality Rend
Action"They say reality is stable. That it holds us together. What I do is remind it that... it doesn’t have to."
— Kalexi the Entropic, Annihilator of the Howling Rift
With Reality Rend, the Annihilator doesn’t just attack the body—they strike at the rules of reality itself. Gravity, time, space, even thought—nothing is safe from the ripple of a fractured world.
You tear a localized hole in reality, unleashing a burst of Void energy and raw entropy.
1. All creatures within 10ft of the target point take **Psychic Damage (0/1/2) + (Foresight Mod / 2)** (rounded down).
2. Roll 1d6 on the Chaotic Reality Table below.
3. The selected effect occurs immediately, affecting all targets within the area.
4. The chaotic effect persists in the area until the start of your next turn.
Void Implosion
Action"The Void doesn’t explode—it devours. I just point out where to start."
— Vash Joruun, Riftmarked Annihilator
Where others cast fire or frost, the Annihilator pulls space inward, warping existence itself. The Void Implosion collapses thought, body, and footing into one point—leaving minds rattled, knees buckled, and positions compromised. To the Void, even distance is an illusion. And the Annihilator is its reminder.
You create a gravitational spike of warped Void energy at a point you can see within 25ft.
All creatures within 15ft of the selected point must pass a Psychic Defence(tn10 + your Foresight) check.
On a failure, each target:
Is Pushed 5ft toward the centre of the implosion
Becomes Staggered until the start of their next turn
LEVEL 2
Fractured Psyche
Void screams are not merely sound—they are echoes of broken timelines, jammed into the mind like shattered keys. The aftermath is confusion. Fracture. Vulnerability.
When a target is hit by Psychic Scream, they must make a Psychic Defence(tn10 + Foresight Mod).
On a failure, the target becomes Distracted until the end of their next turn.
Rift Conduit
"The Rift does not wait. It flows."
— Annihilator Codex, Line 22
Those attuned to the Rift’s rhythms learn to harness its flow instinctively. Their bodies pulse with entropy, drawing from its current like a submerged wire feeding on thunder.
You gain 1 additional Void Energy per turn, independent of rest or item-based regeneration.
When you spend 5 or more Void Energy in a single turn, gain 1 Void Surge at the start of your next turn.
Void Hunger
"Consumption is memory. Energy is inheritance."
— Recovered fragment, Vault of the Broken
Every kill stokes the Rift. When Annihilators tear something from existence, the residue doesn’t fade—it fuels them. Some whisper this isn’t recycling… but feeding.
When you kill a target using an Annihilator ability, regain 1 Void Energy.
If the target was a Voidcaller, regain 2 Void Energy instead.
This ability does not trigger from indirect damage, traps, or weapon-only kills.
LEVEL 3
Howl of the Void
Action"It screamed without voice, and reality screamed back."
— Audio distortion report, Blackhowl Division
With a roar torn from the event horizon of sanity, the Annihilator channels a pure Void resonance. The resulting pulse fractures thought, form, and flesh—forcing even the bold to scramble for cover.
Unleash a Void Shockwave in a 15ft radius centered on yourself or a point within 10ft.
All creatures in range take (Foresight + 3) Void Damage.
Each target must succeed a Willpower (tn12 + Foresight Mod) or be forced to Take Cover until the end of their next turn.
Reality Fracture
"One breach is enough. Two? Tactical dismemberment."
— Analyst Veck, Deep Chamber Observation Log 88-C
You warp the geometry of damage itself, peeling space into twin slivers of destruction. Each tear hits clean—and hits where they least expect.
When using Reality Rend, you may split the effect into two separate 5ft zones.
Each zone deals full damage and is resolved individually.
The zones must be placed within 15ft of each other.
Effects do not stack if they overlap a target already affected by the first zone.
VoidCall Split
"One timeline was too kind. I made two."
— Veyda Syn, Rift Operative
Your control of unstable potential allows you to divide a single instance of destruction across parallel outcomes. The result? Twice the fracture, half the mercy.
When you use a VoidCall that targets a single enemy, you may instead target two weaker versions at different targets.
Each version deals half damage from the VoidCall if split this way.
Each version has half the duration from the VoidCall if split this way..
LEVEL 4
Devouring Scream
"It doesn’t just break minds. It feeds on the fracture."
— Witness Log, Devourer-Class Hostile Encounter
The Annihilator’s scream is no longer just a psychic rupture—it is a parasitic resonance that draws sustenance from unraveling sanity. The Void listens. And hungers.
Targets hit by Psychic Scream must pass a Psychic Defence (tn10 + Foresight Mod).
On a failure, you gain 1 Void Energy.
If the target critically fails this test, they are also Weakened for 1 turn.
This effect can only trigger once per target per use of the ability.
Overload Reality
"The blast was meant for one room. We found six vaporized."
— After-action report, Rift Siege #47
You push your Voidcalls past the threshold of coherence, letting them bloom into catastrophic proportions—but not without consequence.
When you use a VoidCall that deals area damage, you may choose to double its range or its damage.
If you do, immediately flip a Void Instability Check.
Reality Breaker
"Everything it touches either breaks, or forgets how it held together."
— Echo-Corrupted Archive Tag, ID #A2-Delta
Your abilities do not just affect space—they redefine the laws of destructive impact. Whether through concussive blasts or pure unmaking, your Voidcalls ripple with uncontested finality.
All Voidcall and Annihilator abilities that deal damage gain the Shockwave and Annihilating tags.
LEVEL 5
Chaotic Expansion
"One tear becomes many. One strike—an entire breach."
— Echo Fragment 5-C, Rift-Surge Memoir
Your mastery of Void distortion now shatters space with breadth and fury. Reality does not break evenly. You decide how far the cracks go.
When rolling on the Chaotic Reality Table, roll twice and choose the result.
Reality Rend now has a 15ft radius and ignores resistance to Void damage.
Reality Fracture now affects a 10ft area (instead of 5ft or 2x5ft splits).
Improved Statistic
You gain a fundamental surge in ability—a sharpening of body, mind, or essence.
Increase any one Statistic by 1.
Cannot raise a stat above its maximum limit.
Ruinous Consumption
"It burns. It gives. It takes. It returns."
— Graffitied wall on Containment Moon-6
Your link to the Void is no longer passive. You feast on instability, turning corruption into fuel—and chance into power.
When you gain Corruption, you also regain 1d3 Void Energy.
When rolling on the Void Instability Table, you may choose to take 1 Corruption to reroll and pick the better result.
This may only be done once per Instability roll.
LEVEL 6
Endless Annihilation
"The more you destroy, the clearer the path becomes."
— Instructional Fragment, Discipline of the Shattered Path
Each act of devastation becomes a precursor to the next. The Void rewards excess with inevitability.
If you deal 15 or more Void Damage in a single attack or ability, your next Void-based attack flips with Advantage.
This effect does not stack or queue—only the next Void attack benefits.
Flesh of the Rift
"My skin is not mine. My nerves remember too many selves."
— Rift-Bonded Survivor, Codex Entry 7.5
The boundary between self and Void is undone. Your body shifts, flickers, and adapts—not fully matter, not quite meaning.
You gain Resistance to Void and Psychic Damage.
When you suffer a Critical Hit, you lash out with chaotic force:
All creatures within 10ft take (your Foresight Mod) Psychic Damage.
Unleash the Mind
Action"The Rift is a blade. Sometimes you must cut yourself to swing it wider."
— Last words of Vey, Fragment-Marked
The Annihilator opens their mind to unfettered resonance, trading safety for devastation. One moment of clarity, one flash of ruin.
Once per long Rest, you may double the area and damage of an Annihilator ability or Void spell.
Doing so inflicts 7/4/2 Psychic Damage to yourself.
You must immediately roll on the Void Instability Table.
LEVEL 7
Annihilation Cascade
"One death. Ten fractures."
— Doctrine of the Bleeding Singularity
You weaponize the end. When you Voidcall a target into nothingness, they unravel explosively—tearing space and friend alike.
When you reduce a target to 0 HP using a VoidCall, they explode in a 10ft radius.
All creatures in range take half the original VoidCall's damage.
This effect affects allies as well.
Cannot trigger more than once per round.
Critical Feedback Loop
"The Rift rewards precision with more destruction."
— Tactical Note, Division Null
Each perfect strike reverberates through the breach—reshaping the next moment before it arrives.
When you Critical Hit with a VoidCall, regain 2 Void Energy.
Your next VoidCall flip gains Advantage.
This bonus cannot stack—only the next VoidCall benefits.
Unstable Singularity
Optional Trigger"You thought gravity pulled. You were wrong."
— Gravetheric Failure Analysis, Blacksite Echo-4
The singularity does not pull—it rejects. Reality glitches and hurls its contents outward, punishing cohesion with violent collapse.
When you create a Void Implosion, you may instead produce an Unstable Singularity.
This version randomly ejects all affected targets 5–20ft in a random direction (flip a card to determine distance).
If a target collides with a solid object, they take (Foresight Mod) Psychic Damage and are Dazed until the end of their next turn.
LEVEL 8
Entropic Collapse
"The black hole doesn't kill you. It deletes you from memory."
— Anomaly Log, Deadspace Sector 9
Your Void Implosion now births a momentary singularity—a death not of flesh, but of presence.
Void Implosion now deals (Foresight + 3) Void Damage to affected targets.
If this damage reduces a target to 0 HP, they are erased from existence—no corpse remains.
This effect bypasses death-trigger abilities unless specifically protected from Void effects.
Void Corrosion
"They didn’t die immediately. They rotted between moments."
— Inquisitorial Transcript, Case 77-V
Reality doesn't just tear. It seeps into the cracks and burns.
If a creature is affected by Reality Rend, they take an additional 2 Void Damage at the start of their next turn.
The creature must also make a Willpower Test (tn12 + Foresight Mod):
On failure, they gain Burning(2).
Warpfire Nova
Action"The flame wasn’t real, but neither was the screaming."
— Survivor report, Blacklight Skirmish
You detonate unstable energy around you in a searing nova that scorches thought and form alike.
Release a 15ft radius blast of Void fire centered on you.
All enemies in range take (Foresight × 2) Void Damage and gain Burning(2).
If at least 3 creatures are affected, you regain 2 Void Energy.
LEVEL 9
Cataclysmic Echo
"The scream didn’t stop—it echoed until everything broke."
— Void War Relic Recording #3
Your Void attacks ripple through spacetime, shattering across dimensions and striking nearby minds.
Each time you deal Void Damage with an ability, you may apply half damage to one additional target within 10ft.
This effect may chain to new targets up to (Foresight÷ 2) times per turn.
Each chained echo generates 1 Void Surge.
Flesh Unraveled
Optional Trigger"It hurt me to do it. That’s how I know it worked."
— Confession of Lucid Host #17
You offer your own pain as a thread to weave ruin into others—bleeding your truth into their form.
When you deal damage with a VoidCall, you may choose to also take half that damage yourself.
If you do, the target suffers Bleeding(2) and Weakened for 2 rounds.
Tearing the Fabric
"It wasn’t a hole. It was a choice we shouldn’t have made."
— Riftlock Research Memo 5-G
Reality splits at your will, turning damage into instability and presence into peril.
Whenever you deal Void Damage, you may designate the area within 5ft of the target as a localized Void Rift.
Targets inside the Rift suffer:
–2 Defence
Disadvantage on all Psychic Defence tests
This effect lasts until the end of your next turn and can be triggered multiple times, but does not stack.
Each Tear generates 1 Void Surge.
LEVEL 10
Improved Statistics
You reach the peak of mortal refinement—channeling Void, will, and flesh into one perfected form.
Increase two different Statistics by 1.
These increases cannot raise a stat beyond its natural maximum.
Rift Cascade
Action"The first move should end the war."
— Annihilator Doctrine Fragment #10
The Rift surges, answering your will with violent clarity—before collapsing reality around it.
As your first action in a turn, you may cast any Annihilator ability at twice its damage, area, and range.
All targets of this ability have Disadvantage on saving throws against its effects.
Immediately flip twice on the Void Instability Table.
Your turn ends immediately after resolving the ability.
Void Armageddon
Action"It wasn't a spell. It was judgment."
— Final message from Outpost 66-B
The Annihilator becomes a conduit for the Void’s wrath, unleashing an event remembered only in scars.
Choose a 30ft radius zone within 50ft.
All creatures within must make a Psychic Defence Test (tn14 + Foresight Mod).
On failure, they take (Foresight × 2) Void Damage.
On a failed test, they are also Weakened, Distracted, Staggered, and Withered(3) for 2 turns.