Dark Champion (DnD 5e Class)

by SimosDM

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Dark Champion

A lone human man, clad in black armor enters a tavern at night. An elven woman wielding a Greatsword, while wearing a torn silver with black trims armor walks through the city streets at night. The man witnesses 2 ragged looking men harassing the barmaid. The elven woman witnesses 2 thieves rob an old man in an alleyway. The man draws his spear, the woman draws her greatsword, and both of them plunge into action, each to defend the weak. The man uses his spear to dispach the drunken men harassing the barmaid. The Elven woman uses her Greatsword to dispatch the Thieves robbing the old man. City Guards hear the commotion, and go to apprehend the individuals causing it. The human man uses Magical shields and barriers to protect himself. The Elven woman sacrifices her own essence to empower her attacks and fend off the City Guards. Both leave a bloody mess behind. Both vanish into the darkness of the night. Only thing said by them is "Watch out for the protector from the Dark. Watch out for the Dark Champion".

The Inner Abyss

When a person chooses the path of the Dark Champion, they come to attune to the darkness within them, or how most Dark Champions call it, the abyss within. The inner abyss, or the inner darkness someone has, as Dark Champions call it, are the strong emotions one person has for someone else, be it anger, sadness, sorrow, or even love, Dark Champions use these emotions in combination with their own life force to fuel their dark powers. Not many people are born with the ability to attune, and harness their inner abyss, but those that do, can become some of the strongest hunters or protectors. Most people would lose themselves in the sea of their emotions, going fully berserk, and attacking anything or anyone they see. Most Dark Champions can control their inner abyss, by having someone or something important to them, and wanting to protect it, at all costs. In rarer occasions, some Dark Champions, manage to control their inner abyss, out of anger or sorrow, when they need to seek out someone who has wronged them, and extract revenge upon them, or to hunt down as many wicked creatures as they can. The sole goal, of exterminating, those creatures, is enough to keep some Dark Champions from losing themselves. On the rarest of occasions, some Dark Champions choose to fully submerge themselves, in the sea of their emotions and become one with their inner abyss, constantly running the risk of losing themselves to their inner abyss. Those Dark Champions only choose to do that, because they’ve been driven to the point of no return, a point, no other Dark Champion wants to be driven, because an extremely powerful creature, has wronged that Dark Champion in some way, or because they have no one else to lose.

Protecting The Weak

A Dark Champion has chosen to take up arms, to follow an oath, a promise, or a code they live by. The code is to defend those who can't defend themselves or those who have been abandoned by others. Some Dark Champions ask for payment for their deeds, while others don't ask for anything in return. They protect people from feral beasts, bandits, or knights abusing their powers.

Creating a Dark Champion

Dark Champions, are adventurers, explorers or traveling vigilante by nature. Dark Knights, may travel the world alone, seeking ou injustice in the world. Some travel with small groups of people they trust with their life, often thinking of them as family, while others decide to stay in small villages, abandoned by the bigger towns and kingdoms, protecting the citizens from local threats. Dark Champions act on behalf of the common folk, and do not expect praise nor admiration from the ones they save. They do not expect to be remembered in History books as heroes, like Paladins, Clerics or Fighters. Dark Champions are often remembered as Protectors by those they save, and as Dark Villains by rumors spread by those who dislike them. Dark Champions don't care about noble duels, only about protecting the ones they want to protect, and defeating the foe they're facing, no matter what, using any type of tactics, no matter how dirty, or dishonourable it makes them look, often leaving a bloody mess behind, and also, themselves leaving all bloodied and beaten up. Dark Champions cannot learn these arts on their own. They often require the help of someone who's well versed into the arts of a Dark Champion, what's often referenced as a Passage, by those who involved in these arts.

Quick Build

You can make a Dark Champion quickly by following these suggestions. First, Strength should be your highest score, followed by Constitution or Wisdom. Second, choose the Folk Hero background.

Multiclassing

You must have a Strength or a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Dark Champion
Level Proficiency Bonus Features Inner Abyss Points
1st +2 Fighting Style, Inner Abyss 1
2nd +2 Abyssal Veil, Syphon Smite 2
3rd +2 Dark Champion Passage 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 6
7th +3 Dark Champion Passage Feature 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Salted Earth 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 14
15th +5 Dark Champion Passage Feature 15
16th +5 Ability Score Improvement 16
17th +6 Soul Smite 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 Dark Champion Passage Feature 20

Class Features

As a Dark Champion, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dark Champion level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dark champion level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength and Wisdom
  • Skills: Choose two from Athletics, Arcana, Insight, Intimidation, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) Chain mail or (b) Scale Mail

Fighting Style

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery:

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Inner Abyss

At 1st level, you tap into your inner abyss. This power is represented by inner abyss points, grant you several abilities. As a bonus action, you can expend Inner Abyss Points, to use one of the abilities in the Inner Abyss Table. You regain half your expended Inner Abyss Points (rounded down) with a short rest, or all of your expended Inner Abyss Points with a long rest.

Inner Abyss DC: Some of your class features might require 1 or more creatures to make a Saving Throw.

That Save DC is 8 + your proficiency Bonus + your Wisdom modifier

Inner Abyss Points Cost Ability Gained
1 If an attack against an enemy creature succeeds, you can add your Proficiency Bonus to the damage roll
4 When you make a skill check you're proficient with, you can roll 1d4. Add the result to your skill check.
8 When you take the Attack Action this turn, you can roll 1d4. Add the result to either your attack roll or damage roll
12 Gain Advantage on your next attack
16 When you take the Attack Action this turn, you can make an additional attack this turn

Abyssal Veil

On your turn, as an action, you can touch one willing creature and spend 1 Inner Abyss Points, to gain 1d4 temporary hit points for 1 hour. You cannot use this feature on a creature that has the Temporary Hit points gained by this feature.

At 6th level, this die increases to a d6, at 10th level it increases to a d8, and at 14th level, it increases to a d10.

Syphon Smite

Starting at 2nd level, once per turn when you hit a creature with a melee weapon attack, you can expend 2 Inner Abyss Pointσ to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d8.

You can expend 2 more Inner Abyss Points to deal an additional 1d8 necrotic damage. You can expend a total of 6 more Inner Abyss Points on a single hit, to a total of 3d8 necrotic damage.

Additionally, when you hit a creature with this attack, you can roll 1d6, and regain Hit Points equal to the roll

At 17th level, this feature is upgraded to Soul Smite.

Dark Champion Passage

When you reach 3rd level, you decide to go through a Passage, that has been passed down to you by your teacher, master or that you decide to follow on your own accord. Up to this point, you've been training in order to be able to handle the Passage abilities you'll be using in your journey. Your passage grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include passage spells and other Passage features.

Ability Score Improvement

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Salted Earth

Starting at 10th level, you can spend 5 Inner Abyss Points, to materialize your inner abyss into an area of necrotic energy, within a 15-foot-radius sphere centered on a point you choose within 30 feet of you. This necrotic energy stays materialized in the area you chose for 1 minute. Any hostile creature to you, that moves through this area must make a Constitution Saving Throw against your Inner Abyss DC. On a failed save, each hostile creature to you, within this energy takes 3d6 Necrotic Damage, while on a successful save, they only take half as much damage.

Soul Smite

Starting at 17th level, you have mastered the ability to enhance your melee strikes with your inner abyss, upgrading your Syphon Smite to Soul Smite, retaining the effects of Syphon Smite, and adding the effects listed below:

  • The die you use to heal yourself after you use Syphon Smite, increases to 2d6 from 1d6.

  • Additionally, you can roll a d4. You regain Inner Abyss Points equal to the roll. You can't gain more Inner Abyss Points than your maximum Inner Abyss Points.

Passage of the Exiled Protector

The Passage of the Exiled Protector is a passage that Dark Knights who want to protect others, while diving into the surface level of their own Abyss. They use their spells and arcane abilities to create shields, mystical forces and barriers to protect the creatures they want to protect. They often wander around the world, seeking out people who need protection and help them. Some Exiled Protectors even ask for some sort of payment for their services. Certain Exiled Protectors may decide to live in a village abandoned by the nearby towns or cities, and act as its sole guardian, protecting the village and its citizen. They are often regared as protectors and heroes by those who they save and protect, but are often regared as bloody savages, undying knights and frenzied beasts.

Passage of the Exiled Protector spells

Using the power of your Inner Abyss, you manage to cast spells using it. The Spells and their costs are listed in the table below. Some of your spells will require creatures to make a saving throw. You use your Inner Abyss DC for those saving throws.

Inner Abyss Point Cost Spells
1 Shield
5 Hold Person
10 Aura of Vitality
15 Death Ward
20 Hold Monster

Grit

Starting at 3rd level, as a bonus action, you can enter a trance where you enhance your body, your clothes, or your armor with some part of your inner abyss, giving it an extra layer of protection. You gain temporary hit points equal to your proficiency bonus + your Constitution Modifier. These temporary Hit Points last until they are depleted or for an hour.

You can use this feature once per short rest.

Blood Price

Beginning at 3rd level, as a bonus action on your turn, you can enhance your own being and body with your inner arcane abyssal energy. If in the next 1 minute you get hit by a Critical Attack, you can regain spent Inner Abyss Points up to your Constitution Modifier.

At 7th level, you can halve the damage you take from a Critical Attack and at 15th level you can treat one attack made against you as a Critical Attack. You can treat one attack made against you as a Critical Attack, only once per short rest. You can use this feature a number of times, equal to your Constitution Modifier.

You regain all uses of this feature after you finish a long rest.

Shield of the Abyss

Starting at 7th level, when you cast the 1st level spell Shield, you can transfer its effects to a creature within 20 feet of you.

Additionally, once per long rest, you can cast the spell without using your Inner Abyss Points

The Darkest Moon

Starting at 15th level, as a bonus action you can create an arcane like armor around you or a creature that you can see within 30ft. of you, by expending 10 Inner Abyss Points. The armor grants 3d10 + your Constitution Modifier temporary hit points

The Temporary Hit Points gained from this feature last for 1 minute, or, until the are fully depleted

Bastion of the Abyss

At 20th level, you have finally mastered the surface level of your inner abyss. As a bonus action on your turn, you gain the following benefits for 1 minute:

  • The temporary Hit Points you gain from Grit become equal to triple your Constitution Modifier.

  • You can generate shields around friendly creatures equal to your Wisdom Modifier. All creatures affected by this, gain +1 on their AC, +1 on all of their Saving Throws against spells.

  • You gain resistance to Slashing, Piercing, Bludgeoning from non magical attacks, Necrotic and Psychic damage.

You can use this feature once per long rest.

Passage of The Relentless Revenger

The passage of the relentless revengers, is a passage that Dark Champions follow, who use their inner abyss to hunt, and extract revenge from their prey, for those who can't. They accomplish that task, by sacrificing their own life force, in order to conjure their inner abyss to enhance their attacks. Not many dark champions choose this path, as they delve deep into their inner abyss, in order to gain these powers, but those who do, gain power enough, to hunt down their prey from the darkness, and attack it, with powerful attacks, which they enhance by sacrificing their own Health or Spells

Passage of the Relentless Revenger spells

Using the power of your Inner Abyss, you manage to cast spells using it. The Spells and their costs are listed in the table below. Some of your spells will require creatures to make a saving throw. You use your Inner Abyss DC for those saving throws.

Inner Abyss Point Cost Spells
1 Hunter's Mark
5 Misty Step
10 Fear
14 Staggering Smite
20 Far Step

Darkside

Starting at 3rd level, as a bonus action on your turn, you can attune with the deep parts of your inner abyss, to empower your attacks with your own Life Force. Each time you make a weapon attack, you can roll a 1d6, and take Necrotic damage equal to the roll, also, add the roll to either your Attack Roll or your Damage Roll for that attack. You can't use this feature if you're wearing Heavy Armor.

While under the effect of Darkside, you also gain Darkvision for up to 60 feet, and at 8th level, you gain Devil Sight for up to 30ft.

You can use this feature once per long rest.

Blood Weapon

Starting at 3rd level, you learn how to enhance your weapon with your own inner abyss. As a bonus action, you can take 1d10 Necrotic damage, and for the next 1 minute, when you hit a creature with a Critical Hit, you can regain spent Inner Abyss Points up to your Wisdom Modifier.

At 7th level, while under the effect of Blood Weapon, your weapon attacks score a critical hit on a roll of 19 or 20, and at 15th level you can, regain 2 Inner Abyss Points, when you hit a creature with a Weapon Attack, without the attack being a Critical Hit. You can only regain Inner Abyss Points without the attack being a critical hit once per long rest.

You can use this feature a number of times equal to your Wisdom Modifier. You regain all uses after you finish a long rest.

Hunter of the Abyss

Starting at 7th level when you cast the Hunter's Mark spell, you can take 1d6 psychic damage, and mark an additional creature with it, to a maximum of 2 marked creatures at a time. You can't use this feature if you're wearing Heavy Armor.

Additionally, once per long rest, you can cast this spell without using your Inner Abyss Points

Relentless Hunter

At 15th level, you can apply one of the following effects, to a creature that you have marked with your Hunter's Mark spell:

  • You can roll 2d8, and take psychic damage equal to the roll, additionally, apply half of the roll to your next Dexterity (Stealth), Wisdom (Perception), Wisdom (Survival) or Intelligence (Investigation) roll, that you make to hunt down a creature, or when you try to locate clues of the creatures location.

  • While under the effect of Darkside, you do not need to roll Concentration Checks for your Hunter's Mark spell, when you take damage from the features of your Dark Champion Passage.

Revenger of the Abyss

At 20th level, you have become a master, of using your inner abyss, and the darkness around you, to hunt down those who dare harm the innocent, be it man, beast, or monster. As a bonus action, you can gain the following benefits:

  • While under the effect of your Darkside feature, the damage you deal is increased to 1d8 necrotic damage, also, once per turn, you can add the Darkside die, to your Attack Roll or your Damage Roll without losing Hit Points.

  • You can have a number of creatures that can see you, up to your Wisdom Modifier, make a Wisdom Saving Throw. On a failed save, they're Frightened of you, while you're under the effect of your Darkside feature. On a succesful save, they're not frightened.

  • When you hit a creature, you can expend 1 Spell Slot of up to 3rd level, and take 2d6 psychic damage, to deal an extra 3d6 psychic damage to it.

You can use this feature once per long rest.

Passage of the Abyss Walker

Υοu have decided to become one with your inner abyss. Only gods know what drove you to this point in your life, to decide to risk losing yourself to your inner abyss, in order to become stronger. To risk going berserk and slaughtering everyone you see in your path, in order to gain more power, so one day you can kill an evil creature of untold power. Be it, that it wronged you, or others. You have chosen the forbidden passage, of the Abyss Walker.

One With The Abyss

Starting at 3rd level, whenever you finish a long rest, you can choose to become one with your inner abyss. You gain the following features:

Limited Inner Abyss. Your new maximum Inner Abyss Points, is equal to one third your current maximum Inner Abyss Points, rounded down. You can't gain any more Inner Abyss Points while under the effect of this feature. Also, each time you finish a short or long rest, and you are under the effect of One With The Abyss or use One With The Abyss, you can't regain more Inner Abyss Points that your current maximum.

Abyss Arts. You attune yourself, with 3 Abyss Arts of your choice, from the Abyss Arts Table. Every time you finish a long rest, you can choose to learn up to 3 Abyss Arts, replacing an equal amount from your old ones. You can only use 3 Abyss Arts per long rest. Some Abyss Arts will require other creatures to make a Saving Throw. You use your Inner Abyss DC for those Saving Throws.

Frenzied State

If your Hit Points fall below one third of your Maximum Hit Points, while you're under the effect of your One With The Abyss feature, you have to make a Wisdom Saving Throw, with a DC that's equal to 6 + the damage you received. If you fail this Saving Throw, you go into a frenzied state, attacking any creature that's close to you and you can see.

While you're in a frenzy, at the end of each of your turns, you roll a frenzied state saving throw, using a 20 sided die without any modifiers applied to it. If you roll a 10 or more, it's considered a success to the save. If you roll below a 10, it's considered a failure. If you have 3 successes, you end the berserk state.

A calm emotions spell will reduce the failed saves by 1, and if there are no failed saves, it will increase your successful saves by 1. If you get 3 failed rolls on this save, you enter a constant berserk state, where you try to kill everything you see. The only way to remove this berserk state, after having 3 failures is with the Wish spell.

Dark Arts

Starting at 3rd level, as a bonus action, you can choose to sacrifice your own life force, to strengthen your Abyss Arts. Roll 1d6 and take psychic damage equal to the roll, and if you do, you gain 1 Dark Arts stack. You can have a maximum of 3 Dark Arts stacks. Each time you use an Abyss Art, you can expend a Dark Arts stack to strengthen it, giving it a stronger effect, as described in that specific Abyss Art. The Dark Arts stacks go away after 1 minute, of when you gained your first Dark Arts stack passes.

Improved Dark Arts

Starting at 7th level, you can expend 1 Inner Abyss Point, and take 1d6 psychic damage to strengthen your Abyss Arts, instead of using a Dark Arts stack. You can only use this feature an equal amount of time, equal to your Wisdom Modifier. You regain all uses after you finish a long rest.

Improved Inner Abyss

Starting at 15th level, you can attune yourself with your inner abyss even further. You can expend 5 Inner Abyss Points, to use an Abyss Art that you are not attuned with. You can only use this feature once per long rest

The Abyss Walker

At 20th level, you have truly become one with your abyss. You do not need to roll Wisdom Saving Throws, against being frenzied while under the effect of your One With The Abyss feature. Additionally, as a bonus action, you can gain the below benefits for 1 minute:

  • All of your weapon attacks are now considered as magical attacks.

  • You expend all of your remaining Inner Abyss Points, to take the form of a half humanoid, half Fiend (demon or devil), half Undead, half Monstrosity. You do not lose your racial traits while under this new form. While under this form, you're also considered as the type of monster you chose.

  • While under this effect, you do not need to use your Inner Abyss Points in order to use your Improved Dark Arts feature, instead, you can take an additional 1d6 psychic damage to use it. Additionally your maximum Dark Arts stacks increase from 4 to 5.

You can use this feature once per long rest.

Abyssal Reprisal

When a creature makes an attack against you, or a creature within 5 feet of you, you can use your reaction, and roll a d6. Substract the result from your roll, from the attacking creature's Attack Roll.

Dark Arts Reprisal. You can also deal psychic damage, equal to the roll you rolled, to the attacking creature

Abyssal Snipe

When you hit a creature with a ranged weapon attack, you can expend a spell slot, to deal an additional 1d8 necrotic damage.

Dark Arts Snipe. You can increase the necrotic damage, to 2d8 necrotic damage.

Abyssal Scorch

As a bonus action, when you hit a creature with a melee weapon attack, you can engulf your weapon with hot, abyssal flames. You deal an extra 1d6 fire damage to it.

Dark Arts Scorch. The creature that got hit by this attack, makes a Consitution Saving Throw. On a failed save, at the start of its turns, it takes 1d6 fire damage. The creature can get rid of the abyssal flames you left on it, by dropping prone to the ground, and by using 5 feet of its movement, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. On a succesful save, the target does not get burned, also at the start of each of its turns, it can attempt to end the effect of this Abyss Art, by repeating the Constitution Save. On a succesful save, the effect ends.

Abyssal Freeze

As a bonus action, when you hit a creature with a melee weapon attack, you can engulf your weapon with cold, abyssal mist. You deal an extra 1d6 cold damage to it.

Dark Arts Freeze. The creature that got hit by this attack, makes a Consitution Saving Throw. On a failed save, the creatures loses 10 feet of movement. On a successul save, the creatures does not lose 10 feet of movement.

Abyssal Mind

As a bonus action, you can make yourself, or a creature that you can see, within 15 feet of you, gain resistance to fire, cold, necrotic or psychic damage.

Dark Arts Mind. You can make both yourself and a creature that you can see, within 15 feet of you, gain resistance to fire, cold, necrotic or psychic damage.

Abyssal Low Blow

During your turn, you can use your inner abyss to find a weakspot at a creature's defenses. That creatures rolls a Dexterity Saving Throw. On a failed throw, the creature falls prone. On a succesful save, the creature avoids your attack.

Dark Arts Low Blow. If the creature fails the Dexterity Saving Throw, and falls prone, it is also stunned until its next turn.

Abyssal Shield

When, creature makes an attack against you, you can use your reaction, to create an abyssal shield between you and it, giving you also gain a +2 bonus on your AC.

Dark Arts Shield. Until your next turn, the bonus you gain to your AC from this Abyss Arts becomes a +5.

Abyssal Mark

As a bonus action, you can point to a creature, and mark it with your abyssal energy. If, until your next turn, that creature dies, roll 2d8, and gain Temporary Hit Points equal to the roll, for an hour.

Dark Arts Mark. The creature is marked for a minute.

Abyssal Enchantment

Using your inner abyss, you manage to temporarily enhance your abilities. Choose a skill, you're not proficient with. For the next 10 minutes, you're proficient with it.

Dark Arts Enchantment. You gain expertise with the skill you chose to be proficient with

Abyssal Smite

Prerequisite: 6th level

When you hit a creature, with a melee weapon attack, once per turn, you can add an extra 1d8 necrotic damage to that attack

Dark Arts Smite. You can increase the extra 1d8 necrotic damage to 2d8 necrotic damage from this Abyss Art

Abyssal Drain

Prerequisite: 8th level

You hurl an ball of pure abyssal energy towards a creature. That creature, and every creature, around it, up to 10 feet away, must make a Dexterity Saving Throw, taking 3d8 necrotic damage on a failed save, or half as much on a successful one.

Dark Arts Drain. Each creature hit by this Art, must also make a Consitution Save. On a failed save, they're Paralyzed until their next turn. On a successful save, they're not Paralyzed

Abyssal Earth

Prerequisite: 10th level

If you have used your Salted Earth in this combat, and its currently active, as a bonus action, you can make it explode, dealing an extra 1d6 necrotic damage to any creature that is in it.

Dark Arts Earth. Creatures hit by this attack must make a Constitution Saving Throw. On a failed save, they are Poisoned, taking 2d6 poison damage at the start of their turns. On a successful save, they are not Poisoned. At the start of their turns, they can attempt to repeat this Saving Throw, to try and break free from the Poison.

Abyssal Delirium

Prerequisite: 12th level

Once per turn, you allow your Inner Abyss to run crazy, and heighten your combat senses. Roll a Wisdom Saving Throw against your Frenzy DC. On a failed save, you hit the nearest creature you can see. On a successful save, you gain advantage on your next attack.

Dark Arts Delirium. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20.

Abyssal Shadow

Prerequisite: 15th level

As a bonus action, you can manifest a shadow, made out of your Inner Abyss. In combat, the shadow shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Attack acton, to attack the closest hostile creature towards you. This shadow uses the Abyssal Shadow stat block, listed below.

Dark Arts Shadow. The shadow can use Shadow Smite on its weapon attacks


Abyssal Shadow

medium fiend, Unaligned


  • Armor Class 12 + your Wisdom Modifier
  • Hit Points 50
  • Speed 30ft. Walking

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 1 (-5) 15 (+2) 6 (-2)

  • Saving Throws WIS +7
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic and Psychic
  • Damage Immunities Slashing, Piercing and Bludgeoning from non magical attacks.
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, stunned
  • Senses Blindsight 60ft.
  • Languages Understands the languages you speak
  • Challenge

Actions

Multiattack. The shadow makes two weapon attacks.

Abyssal Shadow Weapon attack. Melee or Ranged Weapon Attack: Attack Bonus to hit +9, your weapon's range, one target. Hit the weapon damage of your weapon + 4

Shadow Smite. When the shadow hits a creature, with a melee weapon attack, once per turn, it deals an extra 1d8 necrotic damage to that creature

Abyssal Oblation

Prerequisite: 18th level

You can use your inner abyss, to create an arcane armor made out of your abyssal energy, around you. You may expend any number of your Hit Die, up to a maximum of 3. You gain temporary hit points equal to the result. You can only use this Abyss Art once per short rest.

Dark Arts Oblation. Instead of creating the arcane armor around you, you can create it around a creature, within 15ft. of you, that you can see.

Abyssal Scythe

Prerequisite: 20th level, and to have assumed the form of a Fiend (demon), with your The Abyss Walker feature

As a bonus action, you can summon a demonic looking Scythe to aid you in battle, as it floats behind, and around you. During your turns, you can make a melee spell attack with the Scythe, after you have used your Attack Action. You use your Spell Attack Bonus when you make an Attack Roll with the Scythe, and, the Scythe deals 2d6 slashing damage, it has a range of 5 feet, and the damage is considered magical, to bypass resistances and immunities.

Dark Arts Scythe. Each time you deliver an attack with your Abyssal Scythe, you deal an extra 2d8 cold damage.

Abyssal Chains

Prerequisite: 20th level, and to have assumed the form of a Fiend (devil), with your The Abyss Walker feature

As a bonus action, you can summon devilish looking chains around you, to you in battle. Before you take your Attack Action, you can make the chains, to try and restrain a creature within 10ft. of you, and that you can see, and that is Large or smaller. The creature makes a Dexterity Saving Throw against your spellcasting DC. On a failed save, it takes 3d8 bludgeoning damage, and is restrained, while it only takes half as much damage on a successful save. The chains count as magical weapons, for overcoming resistances and immunities from non magical attacks. A restrained creature can attempt to escape the chains, using an athletics or acrobatics check, against your spell save DC.

Dark Arts Chains. The chains deal an additional 4d6 fire damage whenever a creature takes the 3d8 bludgeoning damage.

Abyssal Spectre

Prerequisite: 20th level, and to have assumed the form of an Undead, with your The Abyss Walker feature

As a bonus action, you can summon a spectre from your inner abyss that always floats around you. Your enemies perceive the spectre as a dead loved one of theirs. An enemy creature that sees the spectre, makes a Wisdom Saving Throw, except, if the creature is immune to being Frightened, or doesn't have, or never had a loved one, in which case, they see the spectre's true form, a ghost version resembling the user of this Abyss Art. On a failed save, a creature is frightened of the spectre. On a successful save, it is not frightened of the spectre, and sees the spectre's true form instead. Your allies, also see the true form of the spectre. You can make the spectre float around one of your allies without using an action. The spectre has a hover speed of 30 feet.

Dark Arts Spectre. Your spectre helps you in your fights. You have advantage to one of your attacks each turn, if the spectre is within 5 feet of you.

Abyssal Monstrosity

Prerequisite: 20th level, and to have assumed the form of a Monstrosity, with your The Abyss Walker feature

As a bonus action, you can let your inner abyss run crazy, and fully transform into a monstrosity, shaping you and your equipment into a monster.Your size changes, to one bigger than the one you where, you gain advantage on Strength and Constitution checks and saving throws you make while transformed, you retain full control of yourself, and also, you gain a +1 to your AC.

Dark Arts Monstrosity. You gain Temporary Hit Points equal to 3d8 + your Constitution Modifier.

 

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