Patron: The Abyss
There are those that have stared into the pit of darkness, seen the despair that spirals within, yet have heeded the call of that emptiness and taken a portion of that power. The Abyss needs no signed contracts, no promises of devotion, no quests to complete, for once power is granted there is no escape. Every being in existence feeds power to the Abyss whether they realize or not. You now have a part of that power coursing through you, tainting every part of you- and once you perish only the Abyss awaits.
Expanded Spell List
1st-level Abyss feature
The Abyss lets you choose from an expanded list of spells. The following spells are added to the warlock spell list for you.
Abyss Expanded Spells
| Spell Level | Spell |
|---|---|
| 1st | Bane, Inflict Wounds |
| 2nd | Pass Without Trace, Rime's Binding Ice |
| 3rd | Animate Dead, Bestow Curse |
| 4th | Evard's Black Tentacles, Vitriolic Sphere |
| 5th | Cloudkill, Cone of Cold |
Vitality Draw
Starting at 1st level, you can sacrifice your health to the Abyss to wield an additional portion of the power that resides within you. You can spend 5 hit points to cast a spell at 1st level without expending a spell slot. The damage received cannot be reduced in any way, and cannot be taken from temporary hit points. If the damage would reduce you to 0 hit points or fewer, the ability cannot be used.
As you gain access to higher level spell slots, you can spend greater amounts of hit points to cast spells at those higher levels without expending the spell slot. To cast a spell at 2nd level the cost increases to 15 hit points, casting a spell at 3rd level costs 25 hit points, casting a spell at 4th level costs 35 hit points, and casting a spell at 5th level costs 50 hit points.
You can use this feature a number of times equal to your Constitution Modifier (minimum of once). You regain all expended uses when you finish a long rest.
Soul Harvest
At 6th level, you are able to trap the souls of the slain which coalesce into a gem called a Soul Shard. When you deliver the fatal blow to a creature with a CR of 1 or greater using a spell, a shard appears as a 3-4 inch gem with purple and black swirls on the body for you to harvest.
Soul Stones
Also at 6th level you can use soul shards to craft soul stones. There are many types of soul stones, each with their own effects listed below. For each type of soul stone, you may possess a number of stones equal to your proficiency bonus. In addition to the soul shard cost, crafting a soul stone requires a 10 minute ritual be performed, and the stones will turn to dust after being used.
A soul stone requires a bonus action to activate unless stated otherwise, and can only be activated by the warlock who created them.
At 6th level you can only maintain one activated soul stone at a time, increasing to two stones at 10th level, and three stones at 14th level. If you choose to activate a soul stone while already wielding the maximum number of active stones, you must choose an active soul stone to deactivate, and you can only have one stone of each type active at one time. The Health, Sloth, Sulfur, and Time stones do not count against this limit.
Stones with a prerequisite of 6th level have a base cost of 1 soul shard, stones with a prerequisite of 10th level have a base cost of 3 soul shards, and stones with a prerequisite of 14th level have a base cost of 5 soul shards.
Aura of Corruption
Beginning at 10th level, abyssal corruption spreads around you in a 30-foot radius. Creatures with a CR of 1 or greater that die within this aura have a chance to have their soul trapped within a soul shard even if you did not deal the fatal blow, or if the fatal blow was not dealt with a spell. When a creature dies in this manner within your aura, you must succeed on a DC 18 Charisma check in order for a soul shard to successfully form on the body.
The DC is lowered by 2 for each Warlock serving the Abyss whose aura overlaps the creature, but only one Warlock may succeed in trapping the soul into soul shards.
Abyssal Bolt
Starting at 14th level you summon a lance of abyssal energy and hurl it at one creature within 120 feet of you. Make a ranged spell attack against the target. On a hit the target takes 5D10 cold damage and 5D10 necrotic damage if you hit them.
Once you use this feature, you can’t use it again until you finish a long rest.
Art Credit
"Odessai Commission" by x-Celebril-x
Soul Stone List
Abyssal Stone
Prerequisite: 6th-level
While this stone is active, your attacks are empowered by abyssal energy, dealing an additional 1d4 damage of your choice of either cold or necrotic damage on a hit. Once activated, this stone lasts for one minute before turning to dust.
At 10th level you can craft this stone using 3 soul shards to allow your attacks to deal 2d4 additional damage. At 14th level you can craft this stone using 5 soul shards to allow your attacks to deal 3d4 additional damage.
Fire Stone
Prerequisite: 6th-level
While this stone is active, your spell attacks score a critical hit on a roll of 19-20. Once activated, this stone lasts for one minute before turning to dust.
At 10th level you can craft this stone using 3 soul shards to allow your spells to score critical hit on a roll of 18-20. At 14th level you can craft this stone using 5 soul shards to allow your spells to score critical hit on a roll of 17-20.
Health Stone
Prerequisite: 6th-level
When you activate this stone, you can touch the stone to a creature, allowing them to regain hit points equal to 2d6 + your spellcasting modifier. This stone turns to dust upon use.
At 10th level you can craft this stone using 3 soul shards to increase the healing to 4d6 + your spellcasting modifier. At 14th level you can craft this stone using 5 soul shards to increase the healing to 6d6 + your spellcasting modifier. This has no effect on undead or constructs.
Rush Stone
Prerequisite: 10th-level
When you activate this stone, you can make an additional attack action on your turn. This stone turns to dust upon use.
At 14th level you can craft this stone using 5 shards to be able to use this stone twice before it turns to dust. You can only use this stone once per turn.
Sloth Stone
Prerequisite: 6th-level
This stone can be thrown up to a range of 60ft. It activates when it hits an object after being thrown, and lasts for 1 minute before turning to dust. Once active it appears as a 10-foot radius bubble of thickened air. All creatures within the bubble must make Strength saving throw against your spell save DC. On a failed save a creature has its movement speed reduced by 10, or by 5 on a successful save.
At 10th level you can craft this stone using 3 soul shards to reduce a creature's movement speed by 20 on a failed save, or by 10 on a successful save. At 14th level you can craft this stone using 5 soul shards to increase area of effect to a 15-foot radius as well as reduce a creature's movement speed by 30 on a failed save, or by 15 on a successful save.
Spell Stone
Prerequisite: 6th-level
This stone can be used to store magic for casting spells later. By expending a spell slot into the soul stone, you can use the stored magic to cast the spell at that slot level at a later time by activating the stone. Activating the stone requires an action, and the stone stores the spell slot for 1 week before turning to dust if it is not used. The number of soul shards required to craft the stone is equal to the level of the spell slot being stored, with the maximum spell slot level being 5th. You can only have 1 filled spell stone at a time. This stone turns to dust upon use.
Split Stone
Prerequisite: 10th-level
While this stone is active, any soul shard formed on an enemy defeated by you splits the soul, producing two soul shards instead of one. Once activated, this stone lasts for one minute before turning to dust.
At 14th level you can craft this stone using 5 shards to increase the number of soul shards to 3.
Sulfur Stone
Prerequisite: 10th-level
As an action, this stone can be thrown up to a range of 60ft. It activates when it hits an object after being thrown, and each creature in a 15-foot radius must make a Dexterity save against your spell save DC or take 5D6 fire damage, or half as much on a successful save. This stone turns to dust upon use.
At 14th level you can craft this stone using 5 shards to increase the damage to 8d6.
Tether Stone
Prerequisite: 14th-level
When you activate this stone, you can touch the stone to a willing creature other than yourself to tether their soul to the soul stone. If the target dies within 24 hours of being tethered you can return them to life per the Revivify spell at the cost of a level 3 spell slot, consuming the stone in the process in place of the diamond for the material cost. You only need the soul stone their soul is tethered to in order to revive them, and you do not need to know the Revivify spell to perform the revivification. If the target does not die in that time, the stone turns to dust.
One Tether Stone can be active at a time, and once the creature tethered to the stone dies, you have 24 hours before the stone turns to dust, ignoring the 1 minute time limit of the Revivify spell.
Time Stone
Prerequisite: 14th-level
When you or a willing creature within 30 feet of you takes damage, you can activate this stone as a reaction, causing the target to jump backward in time by a moment, negating the damage taken entirely. This cannot undo damage that has killed the target. This stone turns to dust upon use.
Expanded Warlock Spells
Cantrips
Eldritch Blast Reflavor: Abyssal Blast
(Optional)
Necromancy Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Warlock
Your Eldritch Blast has become twisted bolts of abyssal energy. Make a ranged spell attack against the target. On a hit, the target takes your choice of 1d10 necrotic damage or 1d10 cold damage. The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Corruption
Necromancy Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute
Classes: Warlock
You attempt to afflict a creature with festering corruption. The target must succeed a Wisdom saving throw or take 1D4 necrotic damage at the end of each of its turns until the spell ends. The corrupted target can repeat the saving throw at the beginning of each of its turns, ending the effect on a success. You can only have one active instance of corruption on the same target at a time; any further casts of corruption on a target already afflicted with Corruption will only reset the duration of the spell.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3D4), and 17th level (4D4).
Level 1
Demon Skin
1st-level Abjuration
Casting time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: 1 minute
Classes: Warlock
You infuse your body with demonic energy causing your skin to toughen, resembling that of a demon. While you are not wearing armor, you can calculate your AC as 12 + your Dexterity modifier. Additionally you gain 1d4 temporary hit points at the beginning of each your turns for the duration.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the number of temporary hit points increases by 1d4 for each slot level above 1st.
Lesser Fear
1st-level Enchantment
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Target: A creature you can see within range
Components: V S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You penetrate your target's mind and show them what they fear most in this world. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Art Credit
Unnamed, by /u/HighLordAmaram using MidJourney AI
Level 5
Abyssal Regeneration
5th-level abjuration
Casting Time: 1 action
Range: 60 feet
Target: Up to 5 creatures you can see within range
Components: V S
Duration: Concentration, up to 1 minute
Classes: Warlock
Ethereal abyssal tendrils lash out to leech life force from others to heal your wounds. Make a ranged spell attack against up to 5 creatures within range that you can see. On a hit, the target is tethered to you and takes 1d6 necrotic damage. You gain temporary hit points equal to half the amount of necrotic damage dealt to all tethered targets, and at the beginning of each of your turns for the duration of the spell, any remaining temporary hit points are converted to normal hit points. At the end of each of your turns for the duration of the spell, you deal the necrotic damage to tethered targets automatically, gaining temporary hit points equal to half the necrotic damage dealt.
Once tethered, a creature remains tethered even if line of sight is broken. The creature must move beyond the range of the spell in order to break the tether. You may use a bonus action to make a ranged spell attack against a single target to establish a tether, so long as the number of active tethers does not exceed 5. If there are no tethered creatures remaining once a tethered creature dies or breaks the tether, the spell ends early.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can attempt to tether increases by 1 for each slot level above 5th. The spell's damage also increases to 1d8 necrotic damage when cast at 7th level, and 1d10 necrotic damage when cast at 9th level.
Level 6
Corrupting Cloud
6th-level Necromancy
Casting Time: 1 action
Range: 60 feet
Target: A point you can see within range
Components: V S
Duration: 1 minute
Classes: Warlock
You attempt to afflict multiple targets with corruption. You cause a corrupting mist to appear in a 20-foot radius sphere centered on a point within range you can see. Any creatures within the area must succeed a Constitution saving throw or take 5d6 necrotic damage and be afflicted with corruption, taking an additional 2D6 necrotic damage at the start of each of it's turns for the duration of the spell. If an afflicted creature dies, the seeds of corruption explode dealing 2D6 necrotic damage to other creatures within 5 feet of it. On a success, the creature only takes half the initial damage and is not afflicted with corruption. An afflicted creature may repeat the saving throw at the end of each of its turns to end the corruption.
Level 7
Spectral Effigy
7th-level Necromancy
Casting Time: 1 action
Range: 120 feet
Target: A creature you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You attempt to tear away a portion of a target's soul. The target must make a Wisdom saving throw. On a failure, you cause a spectral copy of the target to appear at an unoccupied space within 30 feet of you. The spectral copy has no movement or actions of its own, cannot be moved once placed, and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as immunity to psychic damage, but does not retain any other resistances or immunities possessed by the target.
Any attacks against the spectral copy are made with advantage, and the copy automatically fails Strength and Dexterity saving throws. Any damage dealt to the spectral copy is magically transferred to the target instead for as long as the target is within 120 feet of the copy. The target can end the effect by moving more than 120 feet away from the spectral copy to cause the copy to disappear, though ending the effect in this manner causes the target to suffer 3d10 psychic damage.
On a success, the target only takes 3d10 psychic damage and no spectral copy is created.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of creatures you can affect increases by 1 for each slot level above 7th. The psychic damage also increases by 1d10 for each slot level above 7th.
Version Log
10/15/2022 - v1.0.0
- Release for initial review and playtesting. Feedback is welcome!
Credits
Version 1.0 - Created by /u/HighLordAmaram and /u/Bigdamdog
Cover art:
- Abyss Alien by Antoniodeluca
Images, in order of appearance:
- Odessai Commission by x-Celebril-x (p2)
- Unnamed, by /u/HighLordAmaram using MidJourney AI (p4)
Back cover art:
- Demon of the Abyss 2 by maratarslanov
Inspirations:
- World of Warcraft Warlock 5e by u/grimm1989