Abysswalker (5e Subclass)
Abysswalker[edit]
Fighter Archetype
Artorias, the Abysswalker by Sarayu Ruangvesh |
The abyss is a dark void filled with shadows that are more than the mere absence of light, but the presence of a supernatural substance of darkness. The abyss borders the material plane, slowly creeping, consuming and absorbing everything it comes in contact with, claiming it as part of itself, spreading like a rot, a disease. Abysswalkers are warriors touched by the corruption of the abyss, and have became part of it. Some are survivors from the travel through the abyss, and spend their whole lives fighting its pervasive influence. Others have willingly embraced the darkness, accepting its curse.
- Children of Darkness
At 3rd level, you no longer have your eyes hindered by the presence of darkness. You can see through normal and magical darkness, up to a range of 60 feet.
In addition, you can use the extra action granted by your Action Surge to cast darkness or shadow blade, without spending a spell slot. The spell is cast at a level equal to your proficiency bonus, and Constitution is your spellcasting ability for this spell. Once you cast any spell using this feature, you can't do it again until you finish a long rest.
- Shadow Might
Also at 3rd level, you can use your inner reserves of vitality to draw from the power of darkness, unleashing upon your enemies. You can use these trait a number of times equal your proficiency bonus and regain its uses when you finish a long rest.
- Darkness Power. As an bonus action you and a weapon you wield became coated by an aura of shadows, that give you a number of temporary hit points equal to your proficiency bonus + your Constitution modifier. When you hit a creature with a melee weapon attack, you can choose to lose any temporary hit points you have and cause additional damage equal to the amount lost.
- Abyss Sludge. As an action you send forth a thick fog of shadows in a 15-foot cone. Creatures in the area must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 1d6 necrotic damage. The damage increases to 1d8 at 5th level, 1d10 at 11th level and 2d6 at 17th level.
- Shadow Leap. As an bonus action you can be carried by the shadows you command, up to 30 feet in any direction. This movement doesn't provoke opportunity attacks, and you fall if you end your turn in the air.
- Shadow Step
At 7th level, you can use natural shadows as gates through to the abyss, allowing you to teleport from shadow to shadow. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
- Corrupted Nature
At 10th level, your body have forever be tainted by darkness. You no longer need to eat, drink or breathe, and you no longer age.
In addition, you gain resistance to necrotic damage.
- Call of the Void
At 15th level, you can communicate with the shadows and listen its call. You learn the contact other plane spell, which you can cast as a ritual, to contact the abyss.
In addition, you can use the additional action granted by Action Surge to cast plane shift, without spending material components or spell slots. Constitution is your spellcasting ability for this spell. When you cast this spell, the only place you can choose is the Abyss (Shadowfell). Once you cast this spell using this feature, you can't use it again until you finish a long rest.
- Abyss Wrath
When you reach the 18th level, you can use your bonus action to wreath your body in abyssal essence. For the next minute, you gain the following benefits:
- You become immune to necrotic and poison damage, and to the poisoned condition.
- Dim light within 10 feet of you become darkness, and bright light 10 feet further become dim light.
- Whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Once you use this feature, you can't use it again until you finish a long rest. You regain one use of this feature when you use your Second Wind.
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