The Abysswalker (5e Subclass)
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A lone knight stands amongst his fallen comrades, overlooking the battlefield with an army facing him down. A bright light engulfs the grounds as he summons his blade from afar and charges the enemy on his own.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Abysswalker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Abysswalker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
|-Spell Slots per Spell Level-|
- Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You become proficient with that weapon and you double your proficiency bonus on attack rolls as well as doubling the damage modifier. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly (or fly if close enough) to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
- Incarnation of Fear
At level 3, you are proficient with the Intimidation skill.
At level 12, a creature of your choice that you make eye contact with must make a Charisma saving throw (Arcana or Religion) against your Charisma modifier + 8, or take half your level as psychic damage(this bypasses resistance, if the target is immune it is treated as having resistance instead)(each creature can only be affected once per day, you can only affect one creature per turn, and if you try to affect a creature while attacking another you gain disadvantage).
- Visage of Doom
At level 7 you incorporate facts about nature into your physical body. You gain expertise in Athletics and Acrobatics, twice if you already have it. You grow bark, fur, scales or whatever you choose and are treated as having natural armor as long as you're not wearing any other armor. You grow fangs, claws, or whatever form of unarmed strike you choose and are treated as having natural weapons.
At level 11 you no longer need to breathe at all.
At level 15 you may grow extra appendages of your choice, or wings. you gain either the ability to attack with those appendages (d6) or gain a flying speed of 25 feet.
- The Abysswalker
At level 4, you are able to create a portal to a mini-dimension located within the Abyss. The dimension is completely within your control and takes up a 100x100 foot cube. Opening a portal takes up a turn, as well as closing it. You can open it anywhere within a 10-foot radius. If you choose to open a portal on a creature, the creature can make a DC 12 Dexterity check to try and move out of the way. If the creature fails the saving throw and gets sucked into the portal, given that the portal is still open, it can leave at will. If the portal closes with the creature inside, they are stuck until the portal opens again.
At level 7, you are able to alter the reality within the dimension. This can be used to show a variety of things, such as events, people, or objects, that are separate from the real world and are not inherently "real".
- Speed of Shadows
Beginning at 4th level, your walking speed is multiplied by your Dexterity modifier.
At 6th level, your reflexes have sharpened to being on par with beasts. Your Dexterity modifier is increased by 2.
At 8th level, you're muscles have gotten used to extreme speed. Every action you take during combat now counts as two.
At 10th level, your body has taken in the essence of lightning itself. As an action, you can now travel up to 60 feet within a fraction of a second, creating a sonic boom that deals 2d6 thunder damage to any creature within a 10 foot radius, as well as dealing 3d10 bludgeoning damage to any creature in the line of movement. Every level after adds another 10 feet to how far you can go.
- War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
- Abyss Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
- Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
- Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.