Abysswalker (5e Subclass)
The Abysswalker
Fighter Subclass
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.
- 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.
At level 9, any creature struck by this weapon must make a Constitution saving throw or be afflicted with poison. The DC is 8 + your proficiency bonus + your Charisma modifier.
At level 12, you gain advantage as well as a +3 modifier on attack rolls with that weapon.
- Incarnation of Fear
At level 3, you are proficient with the Intimidation skill.
At level 6, you gain the ability to cast the spell hold person by taking a bonus action to either look a person in the eyes or place your hand on their head while they are prone, paralyzed, or otherwise incapacitated.
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 6, 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 during its next turn. If the portal closes with the creature inside, they are stuck until the portal opens again.
At level 9, the radius in which you can open the portal increases to 20 feet.
At level 12, reality within the portal dimension can be altered to your will. There are limitations: No life can be made, and any material objects created within the dimension dissipate after leaving the portal. Illusions can be created, though they come at a price. The creation of an illusion within the dimension can range from minor to extreme. Anything from a small noise to forcing a creature to relive a traumatic past. However, the more complex the illusion is, the more psychic you must take. Damage ranges from no damage to any non-fatal (though it can be nearly fatal) amount, discretion is given to the DM. Creatures within the dimension can also make a DC 17 Wisdom OR Intelligence check to see through the illusion.
- Speed of Shadow
Beginning at 6th level, your walking speed is multiplied by 2.
At 6th level, your reflexes have sharpened to being on par with beasts. Once per short rest, any attack that would usually count as fatal is narrowly avoided. However, that creature has advantage on attack rolls the next turn it has against you.
At 8th level, you're muscles have gotten used to extreme speed. You can now use a bonus action to attack or cast a spell.
At 12th level, your body has taken in the essence of lightning itself. Once per long rest and over the course of two turns (One setup action and another initiate action), you can now travel up to 60 feet within a fraction of a second, creating a sonic boom that deals 1d6 thunder damage to any creature within a 10 foot radius, as well as dealing 2d10 bludgeoning damage to any creature in the line of movement. Every level after adds another 10 feet as to how far you can travel. However, doing this places enormous strain on your body. You spend the next two turns paralyzed, and every creature in combat has advantage on attack rolls against you.
- Abyssal Strike
At 10th level, you learn how to make your weapon tap into the power of the Abyss. Your bonded weapon now does 1d8 additional Necrotic Damage.
- Abyssal Step
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.
Back to Main Page → 5e Homebrew → Character Options → Subclasses