Base Class: Fighter
"Every now and then, I find myself thinking back... to the days I spent aboard that bus. Those memories... might be the only things that keep me going in the days to come.."
There are many children who walk upon the world, no matter which. Yet, there is a differential present within those that one day will grow to embody the Archetype of the Abraxas Chariot, those that rush through the fine line between the world of light and the world of darkness. Having come to accept the necessity of others and the orders that uphold the world while not denying or shying away from the fear that lingers through every shadow one may see, welcoming the wholeness of oneself.
Despite that, they are often born in war-torn lands, where conflict has forced them to suffer through vile events that have scarred not only their bodies but their minds, often forcing them to pick up a weapon at first for defense against having their innocence broken, yet soon after raising it toward protecting and nourishing their own world between.
At their best, they are brilliant leaders who descend like angels wherever their feet touches the ground, while at their worst they may be cruel as a devil and even be considered flippant about the most horrible things. In either way, their good and bad goes hand in hand, as is the true mark of those who look upon Abraxas for guidance.
Credits to Bishop from the Undertomes
Level 3: Abate the Scum.
3rd-level Abraxas Chariot feature
"I, too, once sought the answer from knowledge."
So much has come and gone, yet you still remember your roots, spread deep through war-torn land and fed by the blood left in your wake. Your place in the world is self-driven, blowing past the obstacles in front of you with a force that only one raised in conflict could boast. When you reach this level, you gain the following:
- You have felt the weight of your blade in your hands many times, memorized it truly was no more than an extension. Whenever you hit a creature with a weapon attack you also inflict
Rupture count equal to half your proficiency bonus. Whenever you deal a Critical Hit or a Posture Critical Hit, you inflict the same
Rupture count an additional time. - Whenever you kill a creature, you gain
Poise count equal to your proficiency bonus. Additionally, you gain 2
Poise count whenever you first hit a creature during your turn. - You may wield two weapons without the prerequisite of one of them being Light, instead only requiring that both of them are not Heavy. Additionally, when attacking with Two-Weapon Fighting, add half your ability modifier to damage and inflict 2 counts of
Rupture (4 counts at 10th level). - Your attacks are dispelling forces in their own might, cutting through 30-ft. lines of gale whenever you perform an attack roll. This manifests either as a general wind or a specific cut, that being slicing through and rendering clear any smoke within 15-ft. long cone in a direction of your choice whenever you perform an attack roll.
Custom Condition:
Poise
A creature benefitting from being Poised has their stance slowly being perfected to enter “the zone” while fighting, being able to perform a Posture Critical Hit whenever they roll a 19 on attack, before adding any modifiers. This threshold is reduced by each additional count of
Poise they have after the first, up to 4 ( Triggering a Posture Critical Hit on a roll of 16 or higher) and removing all
Poise count from them when they land a Poise.
When this effect is triggered, this creature deals an additional 2d6 damage on a hit of type equal to your attacks damage type.
If they have 6 or more stacks of
Poise they deal an extra d6 of damage for each count above 6, to a maximum of 6d6 total. A Poise is not a regular Critical Hit.
Custom Condition:
Rupture
A creature suffering from the Rupture Condition takes an amount of extra damage die equal to half their current
Rupture count whenever they suffer an attack hit. The additional damage die depend on the attacking creature's Proficiency Bonus, being d4 at +2 Bonus, d6 at +3 Bonus, d8 at +4 Bonus, d10 at +5 Bonus, and finally d12 at +6 Bonus and greater.
Once an attack successfully hits and the condition is triggered, they lose all of their remaining
Rupture count.
Level 3: Rough-hewn Path / Dismantle Malice
3rd-level Abraxas Chariot feature
"It invaded the mind and clouded the judgement of the victim."
Rough-hewn Path. Your upbringing wasn't the best, but it made you become something near that regarding your skills to keep living another day. You gain Expertise in the Survival skill.
Dismantle Malice. The war caused a divide between the truth and ideals. The crimes, who they are doesn't matter, not to you, what matters is knowing how to tear them limb by limb. You have the following when concerning creatures of Evil Alignment:
- You gain 1
Poise at the start of your turns for each creature of Evil alignment within 30-ft. of you. You gain an additional count for every corpse of a creature of Evil alignment within that same reach. The maximum amount gained this way is equal to your proficiency bonus. - You inflict 2
Rupture count against creatures of Evil alignment whenever you deal weapon damage to them. - You have Advantage on Investigation, Perception and Survival skill checks to track or perceive creatures of Evil alignment.
- You have Disadvantage on Insight checks against creatures of Evil alignment, as your bias will always tell that those creatures are built to produce lies. The same Disadvantage applies to Charisma skill checks (except for intimidation) against them, due to your tendency towards them being near impossible to conceal.
Level 7: Guerrilla Tactics
7th-level Abraxas Chariot feature
"Though now, I've come to realise that knowledge holds no real answers."
You have come to wield the stress of duelling against something much greater than you with prowess, developing a handful of techniques to ensure your success no matter where your blades falls upon:
- True Decapitation Deathblow. While having at least 6
Poise count, you may use your Action to perform a melee weapon attack roll against a target within reach, dealing an additional damage die and inflicting one additional
Rupture count for each extra attack you would be able to perform during your turn. You deal a Critical Hit on a roll of 18-20, before any modifiers. This does not trigger effects such as that of a Vorpal Sword. If you kill a hostile non-summoned creature this way, you gain double the
Poise count you would gain as per your Abate the Scum feature. - Excision of Sacrifice. As a Reaction to when you would successfully pass any Saving Throw or similar effect that would cause you to suffer half damage, you may deliver a staggering counter-blow that cuts through any onslaught. You and a number of other creatures of your choice suffering this Saving Throw suffer no damage, or half the damage that would be dealt if they failed this Saving Throw themselves. This number starts at 0 and you may spend 2
Poise count to increase it by one, to a maximum number of chosen creatures equal to your Proficiency Bonus. - Lend My Inner Ear to Myself. As a Bonus Action, you may consume 4
Poise count to quell your inner turmoil, calling upon everything you went through to live another day. After all, what is a better comrade than you? You instantly end any negative Conditions afflicting you. If you could not use a Bonus Action during your turn because of an external effect, you can still use this specific Bonus Action.
You may use these skills an amount of times equal to half your Proficiency Bonus per short or long rest. Alternatively, upon reaching 9th level you may spend an use of your Indomitable feature to utilise one of these techniques without counting toward your limit per short or long rest.
Level 10: Withstand the Now
10th-level Abraxas Chariot feature
"Survival was reserved only for those who learned to accept the war as part of their daily lives."
For those who hail from the same homeland as you living long is a rarity, yet something that you somehow have managed to do, and in doing that your mental resistance has been sharpened to something unlike what most others possess. You gain Proficiency in Wisdom saving throws, Resistance to Psychic and Poison damage and any Disease or Poison you are suffering from ends after one minute.
Level 15: Between God and the Devil
15th-level Abraxas Chariot feature
"Some called him the Green Damnation, while others called him the Green Deliverance."
You have become something which threads the centerpath between extremes, a liminal space between what once was and what will be. of good and evil, of so much yet so little. Your prowess is shown right upon arrival, an Ordeal that floods any area of battle in a single feeling, chosen whenever you roll first initiative during combat:
- Dawn of Damnation. Whenever you inflict
Rupture count on a critical you inflict 2 additional count as well and whenever you achieve a Posture Critical Hit, you gain one
Smoke count. On a Critical Hit, this attack considers a target's damage Immunity as if they were only Resistant to the damage dealt, and Resistance as if they weren't Resistant as well. - Dawn of Deliverance. You gain 2
Poise at the start of your turns and whenever you get a sum of 8 count, you gain one
Smoke count. On a Critical Hit, all friendly creatures within 30-ft. of you gain 4
Poise count. The same happens whenever you Stabilise a friendly creature or protect another creature with any effect such as the Sanctuary spell or with using the Protector Fighting Style.
As you perform better and better in combat, your prowess coalesces into a plume of your own shade,
Smoke that swirls and surrounds your body, matching that of your inner world. While you have
Smoke during the Dawn of Damnation, you deal an additional 2 damage on weapon hits per count instead of suffering it. While you have
Smoke during the Dawn of Deliverance, you suffer 2 less damage whenever you would suffer damage instead of suffering it, to a maximum reduction equal to half the total value of damage being taken. You only lose
Smoke count at the end of combat, but may only hold a maximum of 5 at any given time.
Custom Condition:
Smoke
A creature suffering from
Smoke has smog crawl and tear at their lungs, weakening their entire body horribly. They suffer an additional 2 damage per
Smoke count they are suffering from whenever they would suffer any damage.
Smoke count is halved at the end of the afflicted's turns and fully removed upon ending a turn with a single count remaining, unless stated otherwise. There are few who can withstand this plume's effects, yet those who do can easily come to benefit from its vile use.
Level 18: Unrestrained Ripples of the Future to Come.
18th-level Abraxas Chariot feature
"Let me show you the singular teaching that has shaped my life."
The road to reach inner peace was or even still is hard and tenuous, however your efforts have come to bear fruit. Your techniques flourishing into a knowledge of the world that only few can truly claim to have. As such, you may, once per long rest, coat your weapon in a manifestation of your very soul. You do so by spending your Bonus Action while you have at least 3
Smoke count. While encased this way, your weapon attack hits deal an additional
Rupture count and the effect lasts for up to a minute.
While benefiting from this, you may replace your True Decapitation Deathblow technique with a use of your Branches of Knowledge. When you do so, you perform a melee attack weapon against one target creature within reach, inflicting 12
Rupture count and an amount of
Smoke count equal to your current count. All other hostile creatures within a 30-ft. radius of you must also pass a Wisdom saving throw or suffer the same amount of
Rupture and
Smoke count, or half on a success. You may choose to trigger
Rupture on the main target instantly after performing this attack. Other effects of Deathblow apply to this attack.
Additionally, after attempting to hit a creature with your Branch of Knowledge, flip a coin:
Heads. You delve into the world of fears and insecurities, of secrets and all things that make you stronger toward peril. You suffer Vulnerability against psychic damage and deal an additional point of damage per
Smoke count until the end of combat.
Tails. You delve into the world of order and strong morals, of comfort and authority that strengthen your resolve toward danger. You gain Immunity to psychic damage and reduce any damage you take by a value equal to your
Smoke count until the end of combat. Furthermore, after flipping this coin your maximum
Smoke increases to 10 until your next long rest.
Previous Versions
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10/7/2026 3:38:57 AM
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10/9/2026 3:54:21 AM
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Coming Soon
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