Paladin
Base Class: Paladin

Tenets of the Abysswalker

Paladins who swear the Oath of the Abysswalker walk a perilous path, seeking to harness the power of darkness without succumbing to it. Their tenets are shaped by their resolve to protect others, even at the cost of their own soul:

  • Courage in Darkness. Fear no shadow; step into the Abyss and face what others cannot.
  • Self-Sacrifice. The burden of protecting the innocent is yours alone, no matter the cost.
  • Contain the Abyss. Do not let the Abyss spread or consume those untainted by its corruption.
  • Endurance. Pain and despair are fleeting. Stand tall, for you are the shield against encroaching darkness.

Level 3: Channel Divinity

 

When you take this Oath at 3rd level, you gain the following two Channel Divinity options:

  • Wrath of the Abyss. As an action, you can channel the Abyss to empower your strikes. For 1 minute, your melee weapon attacks deal an additional 1d8 necrotic damage, and your weapon is considered magical for the duration. The extra damage increases to 2d8 at 11th level.
  • Abyssal Leap. As a bonus action, you call upon the Abyss to propel yourself forward. You can leap up to 30 feet in any direction without provoking opportunity attacks, and creatures within 5 feet of where you land must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be knocked prone.

Oath Spells

You gain oath spells at the listed paladin levels.

Paladin Level Spells
3rd Hunter's Mark, Arms of Hadar
5th Darkness, Misty Step
9th Counterspell, Fear
13th Greater Invisibility, Phantasmal Killer
17th Wall of Force, Destructive Wave

Aura of Resilience

Starting at 7th level, your presence bolsters allies against despair. You and friendly creatures within 10 feet of you gain resistance to necrotic damage and have advantage on saving throws against being frightened.

At 18th level, the range of this aura increases to 30 feet.

Abyssal Corruption

At 15th level, you embrace a fragment of the Abyss to gain its power. You have advantage on saving throws against spells and effects that deal necrotic damage or charm you. Additionally, once per long rest, when you take damage that would reduce you to 0 hit points, you can drop to 1 hit point instead and immediately emit an aura of dark energy. Each creature of your choice within 10 feet must make a Constitution saving throw or take 3d10 necrotic damage.

Champion of the Abyss

At 20th level, you become a master of balancing light and darkness. Using your action, you can transform into an Abysswalker for 1 minute. While in this form, you gain the following benefits:

  • You have resistance to all damage.
  • Your movement speed increases by 20 feet.
  • Once per turn, when you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is paralyzed until the end of your next turn.
  • You emit an aura of darkness in a 10-foot radius. This aura lightly obscures the area and counts as magical darkness for creatures other than you and creatures you choose to see through it.

Once you use this feature, you can’t do so again until you finish a long rest.

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