Seventh Hour - The Abyss (5e Subclass)

Seventh Hour - The Abyss

Sorcerous Origin

Long ago, a powerful archdevil called Kankerok devised a way to break down the barriers between planes. Argentahl, god of balance and order, gifted sixteen newborn children on the material plane immense power. Forty years later, Kankerok began his ritual. Unbeknownst to him, the sixteen had been preparing, being recognised as protectors of the worlds by their immense power. They had assembled a massive army of billions, the full forces of the material plane. The army traversed the sixteen Outer Planes, guarding the portals that opened and thwarting those who would attempt to pass through. During this time, the sorcerers conducted an almighty ritual sealing the barrier. After sixteen hours, the ritual and the journey of the army were complete, but during the seventeenth Kankerok enacted a devious plan- he captured the billions of fallen souls that could not move on to outer planes due to the ritual's completion, for it had negated all travel between the planes for an hour after it was complete, and transmuted them into an army of ghasts that marched upon the material plane. For this battle, however, the sixteen could lead the army, and they conquered the ghasts, freeing them in time for their souls to escape to the outer planes. Over the course of these seventeen hours, the fate of the world was changed, causing gargantuan magical ripples across time that cause some to be touched by planar magic.

Endless

Starting at 1st level, your maximum hit points increases by 1, and does so again every time you level up.

Decay

Starting at 1st level, whenever any creature touches you (even indirectly with an object), they take 1 necrotic damage. It cannot be prevented by resistance or immunity. You may make a Charisma check you are considered proficient in against your own spell save DC to stop this effect for 1 hour. You must wait a minute before attempting this check again. Whenever you gain a feature from this subclass, the necrotic damage increases by 1.

Succumb

Starting at 6th level, you can increase the necrotic damage you deal when any creature touches you (even indirectly with an object) by an amount equal to your charisma modifier for an amount of time you choose. However, the first Charisma check you make in the next 24 hours to stop Decay's effects has disadvantage. Also, your spell save DC increases by 1 during the time your Decay damage is boosted.

Control

Starting at 14th level, you have advantage on checks made to stop Decay's effects. Also, your Charisma score increases by 2, to a maximum of 22. Also, you are considered proficient in Wisdom and Intelligence saving throws.

Awaken

Starting at 18th level, you can cast Dark Chant once a day without expending a spell slot. Also, you can make the save as a Charisma save.



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gollark: I don't think just taking things on faith is very smart if you want them to be, you know, correct.
gollark: I doubt an actually-accurate one would happen to conveniently contain such round numbers.
gollark: This seems weirdly specific.
gollark: As I said, how is this model better than the 187318961864816481274812789709 other ones?
gollark: I mean, we already have the dubiously good MBTI things, OCEAN/the "big five", those "dark triad" ones, etc.
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