Abyss Knight (5e Class)
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Abyss Knight[edit]
Submission to the Abyss[edit]
The abyss knight defining trait is his patron on the abyss. Each knight has bound himself to one of the most powerful entities on the cosmos, the demon lords. The relationship between the demon lord and his knight is usually that of a general and a soldier, but without the rigid structure, due to the chaotic nature of demons.
Usually the demon gave the power to the knight because, for some reason, that knight could further one of the demon's goal. So, some knight live their lives under a mission for their demon patrons. Sometimes, however, demons give power to an humanoid just to see him create chaos and destruction on his way, or even just to see the humanoid soul pathetically struggling to keep his humanity under the demonic influence.
Great Warriors[edit]
Abyss Knight are accepted by their master for many reasons, but there's a constant: all chosen to become knight were good fighters, possibly the greatest of them or the ones who have potential to achieve greatness, either because they're smart combatants, violent monsters or great leaders in battle.
Creating an Abyss Knight[edit]
As you create your Abyss Knight, think about why your patron have accepted you as a protegee in the first place, giving you your current powers. Why did you choose to serve a demon? Was an act of despair after suffering a crippling or deadly wound in battle? Have you been contacted by an emissary of your patron, impressed by your potential? Have you looked for him expecting a easier and faster way to achieve power? Or maybe you choose to damn your soul in exchange for power for a noble cause. Are you enjoying the new abilities you have access to, or you live afraid of day that your patron will demand a terrible deed from you.
- Quick Build
First, Strength should be your highest ability score, followed by Charisma and then Constitution. Second, choose the outlander background.
Class Features
As a Abyss Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Abyss Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Abyss Knight level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a simple weapon and a shield or (b) two martial weapons
- (a) explorer's pack or (b) a dungeoneer's pack
Level | Proficiency Bonus |
Features | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|
1st | +2 | Demonic Patron, Abyssal Energy | - | - | - |
2nd | +2 | Demonic Eyes, Pact Magic | 2 | 2 | 1st |
3rd | +2 | Demonic Fire, Corrupted Blood | 3 | 2 | 1st |
4th | +2 | Ability Score Improvement | 3 | 2 | 1st |
5th | +3 | Extra Attack | 4 | 2 | 2nd |
6th | +3 | Demonic Patron | 4 | 2 | 2nd |
7th | +3 | Demonic Armor | 5 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 5 | 2 | 2nd |
9th | +4 | — | 6 | 2 | 3rd |
10th | +4 | Demonic Patron | 6 | 2 | 3rd |
11th | +4 | Augmented Abyssal Energy | 7 | 3 | 3rd |
12th | +4 | Ability Score Improvement | 7 | 3 | 3rd |
13th | +5 | — | 8 | 3 | 4th |
14th | +5 | Demonic Patron | 8 | 3 | 4th |
15th | +5 | Demonic Might | 9 | 3 | 4th |
16th | +5 | Ability Score Improvement | 9 | 3 | 4th |
17th | +6 | — | 10 | 4 | 5th |
18th | +6 | Corrupted Blood | 10 | 4 | 5th |
19th | +6 | Ability Score Improvement | 10 | 4 | 5th |
20th | +6 | Demonic Apotheosis | 10 | 4 | 5th |
Demonic Patron[edit]
You’ve forged a pact with a demon, gaining abyssal powers in exchange for eternal servitude. You choose one of the demonic patron options detailed at the end of the class description. Your choice of patron grants you features at 1st level, and again at 6th, 10th, and 14th level.
Abyssal Energy[edit]
You learn how to invoke your demonic power from the depths of the abyss, to infuse your attacks, using your hit die. When you take a short rest, you must choose between recovering your spent hit die or in using your hit die to recover hit points, but not both. You regain a number of hit die on a short rest equal to your Constitution modifier.
You can expend a hit die to add the result to the damage roll of your attack with a melee weapon. You can choose the damage type from the following options: fire, poison or necrotic, and this damage is considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.
Demonic Eyes[edit]
Starting at 2nd level, you can see through normal and magical darkness up to a range of 60 feet.
In addition, your frightening gaze can be used to oppress or charm a creature. You can spend 1 hit die and add the result to a Charisma (Intimidation) or (Deception) check.
Pact Magic[edit]
Also at 2nd level, your patron finally bestowed upon you the ability to use dark magic, channeling the power from your connection with the abyss.
- Spell Slots
The Abyss Knight table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon knight spells of 1st level or higher, you must expend a spell slot.
You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Abyss Knight table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be of 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of your abyss knight spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Additional Spells
You learn additional spells as you gain levels in this class, depending on the chosen Demonic Patron, as you can see on the Patron Spells table under each patron description bellow.
- Spellcasting Ability
Charisma is your spellcasting ability for your abyss knight spells, so you use your Charisma whenever a spell references your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a abyss knight spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as your spellcasting focus for your abyss knight spells.
Corrupted Blood[edit]
At 3rd level, your demonic pact started to corrupt your body, as you become more and more demonic. You have advantage on saving throws against poisoned, and you have resistance against poison damage. Also, you learn how to speak abyssal, if you don't already know.
Starting at 18th level, you also gain a bonus to your initiative rolls equal to your Charisma modifier. When you are in an abyssal environment or near within 60 feet of a fiend or celestial creature, you gain advantage on initiative checks.
Demonic Fire[edit]
At 3rd level, you learn how to control and manipulate the fire and profane essence of the abyss.
You learn the green-flame blade cantrip, but you can choose to deal either of the damage types from your abyssal energy feature. In addition, the range of the cantrip increases to 30 feet.
When a creature makes an attack roll against you, you can use your reaction and expend a power point to add your Charisma modifier as a bonus to your AC. On a miss, the attacking creature takes fire damage equal to twice your Charisma modifier.
Ability Score Improvement[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Demonic Armor[edit]
At 7th level, as a reaction when you take damage from a melee weapon attack, you can create a thick barrier made from what looks like a uncanny mix between metal and crimson organic matter. You reduce the damage taken by an amount equal to your Charisma modifier.
Demonic Scout[edit]
Beginning at 10th level, you can learn how to cast the spell find familiar as a ritual, but you can only summon the following options: dretch or quasit.
You don't need to give any of the material components, but you need to spend one hit die to summon the demonic scout, since calling for the help of your fiend companion requires expenditure of your vital energy.
Augmented Abyssal Energy[edit]
Starting at 11th level, the abyssal energy flows easily through your body. Once on each of your turns when you deal damage to a creature with an attack from a melee weapon or with your green-flame blade, you can deal an extra 2d8 damage. The damage type is fire, poison or necrotic.
Demonic Might[edit]
Starting at 15th level, you can increase your natural capacities with dark energy. As a bonus action, you can spend three hit die to gain advantage in all ability checks and saving throws you make with one of your ability scores for 10 minutes.
Once you use this feature, you can’t do so again until you finish a long rest.
Demonic Apotheosis[edit]
At 20th level, you can use your action to open a temporary gate to the abyss in a 30-foot radius centered on you. Within this area, all terrain is affected by abyssan energy For 1 minute, you gain the following benefits:
- While you are within this area, you regain one hit die in each of your turns.
- You have resistance to nonmagical bludgeoning, piercing and slashing damage, fire, acid and necrotic damage. You have immunity to poison.
- As an action, you can make a demonic horde quickly appear and disappear on the area. All creatures within the area must make a Dexterity saving throw against your spell save DC or take 1d8 slashing damage + your 3d8 of one of the following damage types of your choice: necrotic, poison or fire.
Once you use this feature, you can’t do so again until you finish a long rest.
Patrons[edit]
Baphomet[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | hunter's mark |
5th | enlarge/reduce |
9th | conjure animals |
13th | locate creature |
- Unerring Tracker
At 1st level, you have learned how to track your prey. As an action, you can touch a creature or object you can see or as part of your action when cast hunter's mark, you can mark the scent of your target, being able to find it on every place it goes. An unwilling target can make a Wisdom saving throw against your abyss knight spell save DC. On a success, the target is unaffected by this feature and is immune to it for 24 hours. While marked, you always know the target's location, and it can't become hidden from you, as long as the two of you are on the same plane of existence. The mark remains until you use this feature again, or a remove curse spell is cast on the target.
- Feral Visage
Starting at 6th level, your body grows more bestial and large at 6th level. You are considered one size larger, for the purposes of determining carrying capacity. In addition, horns grow from your head and your jaw is turned into a powerful maw. You gain the following benefits of this transformation:
- Your fanged maw and your horns are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
- You can add your Strength modifier as a bonus to your Charisma (Intimidation) checks.
- Blessing of the Labyrinth
Starting at 10th level, you can perfect recall any path you have traveled, and you are immune to effects that would make you lost, wandering for a path, like the maze spell.
In addition, whenever you are on a terrain that is a forest, underground or a maze, you have advantage on your Wisdom (Perception) and (Survival) checks.
- Maze
Starting at 14th level, you can channel the prince of beasts power to encase a creature on a magical maze. You can cast maze without spending a spell slot. Charisma spellcasting ability for this spell. After you cast the spell with this feature, you can’t do so again until you finish a long rest.
Demogorgon[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | charm person |
5th | enlarge/reduce |
9th | vampiric touch |
13th | confusion |
- Second Persona
Starting at 1st level, your mind split into two, as you gain a demonic-tainted mind. Your demonic mind has Intelligence, Wisdom and Charisma equal to 10 + your proficiency bonus, and access to two skills of your choice. This second mind is considered to be another creature, and you can choose let the mind awake or dormant. The awakened mind acts on your initiative count, and can take only the Help action or use its action to make a check with one of its skills. It has a number of hit points equal to half of yours, and any damage you take, it takes half of it, except for psychic damage, that apply the full effects to it.
While dormant, your split mind can't be targeted, and you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks equal to your Charisma modifier. In addition, your second mind keeps alert while you sleep, keeping attention to its surroundings, and can alert you from any type of threat you would be able to notice using your senses, allowing you to fully awake as a bonus action.
If your second persona is reduced to 0 hit points, you can bring it back on the end of a short or a long rest.
- Two Minds of Madness
When you reach the 6th level, as a reaction to a failure on a Intelligence, Wisdom or Charisma saving throws, you can spend one hit die to reroll the result. You add the number rolled on the die to the new result.
- Second Soul
At 10th level, you gain immunity to the frightened condition, and resistance to psychic damage, and whenever you are stunned, unconscious or incapacitated while your second persona still have hit points, you can still use your action to either move 30 feet, Disengage or take the Dodge action.
- Cursed Duality
When you reach the 14th level, you can, for some moments, let your second self completely free to act on its own. For 1 minute, you can take one additional action using your bonus action. You must make Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier before taking this action in each of your turns, and on a failed save you act as if you were under the effects of the confusion spell, since they aren't fully under your control.
Once you do this, you can't do it again until you finish a long rest.
Graz'zt[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | false life |
5th | hold person |
9th | fear |
13th | black tentacles |
- Joyful Pain
At 1st level, when your attack against a creature is a critical hit, you can impose the charmed condition on it. The condition lasts for 1 minute.
In addition, whenever you impose the charmed condition on a creature, it doesn't ends when you make attacks against your target.
- Dark Charisma
At 10th level, you can add double of your proficiency bonus to all Charisma checks you make. In addition, you have advantage on Charisma checks made against humanoids and fiends (demons).
- Charismatic Fighter
At 14th level when ever you attack a charmed creature you may add double your charisma modifier to the damage of each attack additionally you may activate Joyful Pain on a normal hit as well
Jubilex[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | grease |
5th | web |
9th | meld into stone |
13th | polymorph |
- Oozing Knight
At 1st level, you can move through a space as narrow as 1 inch wide without squeezing. In addition you no longer need food, dissolving and absorbing organic matter as you pass through it.
In addition, when you use your abyssal energy feature, you can also deal acid damage.
- Indiscernible Anatomy
At 1st level, you take no extra damage from critical hits.
- Pseudopods
At 6th level, you can make melee attacks up to a range of 10 feet.
In addition, whenever a creature hits you with a melee attack, it must make a Dexterity saving throw against your spell save DC or it is grappled, taking acid damage equal to your Charisma modifier.
- Amorphous
At 10th level, you are resistant to acid damage, and have advantage on saving throws to avoid paralysis and the stunned condition.
In addition, whenever you take bludgeoning, piercing or slashing damage, you can spend one hit die to reduce the damage by the number rolled + your Charisma modifier.
- Consume
At 14th level, you can use your action to try to grapple a creature. On a success, the creature is engulfed on your body and it is considered grappled for the duration. You don't need to have free hands to use this feature.
In addition, when you grapple a creature in that way, you can spend one hit die to absorb part of that creature. When you do so, you deal damage equal to the number rolled on your hit die + your Charisma modifier, and you regain the same amount of hit points.
If you kill a creature using this feature, you can assume its form, as if you have cast the alter self spell. Killing a beast allow you to use the natural weapons version of this spell, and a beast allow you to use the change appearance version, and your appearance becomes equal to the creature you just killed. This effects lasts for 1 hour and don't require concentration.
Orcus[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | false life |
5th | ray of enfeeblement |
9th | animate dead |
13th | blight |
- Putrid Wings
Starting at 1st level, you can summon wings made of demonic essences as a bonus action, that lasts for 10 minutes. You gain flying speed of 20 feet. The wings exhale a putrid odor, and all creatures within 10 feet of you must make a Constitution saving throw, or have disadvantage on all attacks against you until the start of your next turn.
You can use this feature once, being able to use it again when you finish a short or a long rest.
- Sword of Orcus
Starting at 6th level, your melee weapon is infused with necromantic power. When you reduce an humanoid creature to 0 hit points, you can cause its spirit to rise from its corpse as an undead with a CR of 1 or lower. When the undead appears, it gains temporary hit points equal to half your abyss knight level. Roll initiative for the undead, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). Whenever you cast a spell with the touch range, you can choose to cast it from your ghouls position. Also, any feature that affects your melee weapon can affect the ghoul natural weapons instead.
Additionally, you can spend 4 hit die to raise a CR 2 undead instead
The undead remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you use this feature, you can't use the feature again until you finish a long rest.
- Gift of Immortality
Beginning at 10th level, you have been granted immortality. You become an undead creature, and as such, you no longer need to eat food, drink water or breathe. You no longer age, and cannot die of old age.
Due to your lack of vital points to hit, you do not take any extra damage from critical hits, and you become resistant to necrotic damage.
- Death Touch
Starting at 14th level, you can use a powerful touch of dead against living creatures. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw, or take 10d10 necrotic damage on a failed save, or half as much on a success. If you reduce a creature to 0 hit points with this feature, you raise the creature as an undead version of itself for 1 minute. The creature has the same game statistics, but only half of the hit points and it is undead, instead of the former creature type. You command this creature in the same way you would with the animate dead spell.
Yeenoghu[edit]
- Patron Spells
You gain patron spells at the abyss knight levels listed bellow.
Abyss Knight level | Spells |
---|---|
3rd | tasha's hideous laughter |
5th | crown of madness |
9th | fear |
13th | guardian of nature (primal beast form only) |
- Gnashing Jaws
At 1st level, you gain the following benefits:
- You can make an attack with your jaws. When you do so, you roll a d4 in place of the normal damage of your unarmed strikes. The damage is piercing. This damage becomes a d6 at 5th level, a d8 at 11th level and a d10 at 17th level.
- You can use Charisma instead of Strength for the attack and damage rolls of your jaws.
- When you take the Attack action to make at least one attack with your jaws or with your melee weapon, you can make another attack with your jaws as a bonus action.
- Your jaws are considered magical for the purpose of overcoming resistance to nonmagical attacks and damage.
- Precise Power
Starting at 6th level, when you expend a hit die to deal extra damage to a creature with an attack with your jaws, you can roll the power die an extra time and add its result to the damage.
You can do this a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Rampage
Beginning at 10th level, your movement speed increase by 15 feet when both you are not wearing heavy armor or shield. When you are grappling a single creature, as long as it remains within reach, you do not need to use your hands to maintain the grapple, instead crushing it with the power of your teeth.
In addition, whenever you cast a spell or use an effect that affect weapons, you can affect your jaws.
- Aura of Bloodthirst
Starting at 14th level, when you reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make one attack with your jaws.
Additionally, when you hit a creature with an attack from your jaws, you can spend 1 hit die to make one additional attack with your jaws against each creature within 5 feet of you. You only add your ability modifier to the first attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the abyss knight class, you must meet these pre-requisites: Dexterity or Strength 13, Charisma 13. Proficiencies. When you multiclass into the abyss knight class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.
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