Paladin
Base Class: Paladin

Tenets of the Abysswalker

Unholy, Unforgiven. The Abyss is a plane that brings to the Material Plane only corruption. No being born of the Abyss or mortal consumed by it can be allowed to live and spread this disease upon the rest of existence.

No matter how far, No matter how close. Corruption spreads fast and unnoticed. It tempts the minds of mortals with cunning malice. Anyone can succumb to it and no one realizes when it is happening. Hunt the dark where ever it lies, give it no chance to rest or escape. Suspect everyone, no matter who they are to you. If it comes to it, you must be ready, no mater the cost.

You are corruption. A being touched even peripherally is tainted. As a devoted protector against this evil constantly beset by it's horrors, the Abyss will claim a permanent piece of you. Keep your faith close, be vigilant of the darkness inside you and always work to reduce it's hold on your soul.

You are dead. Once your Oath is struck, remember your ultimatum; No trace of the Abyss can be left when you are done: Not your brethren who have devoted their lives to fighting the dark, nor you, whose soul has already begun it's degredation.

Channel Divinity

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

One with the Enemy. You carry the seed of the Abyss' corruption within you and can occasionally use it to your advantage using your Channel Divinity. As an action, you can spread the corruption to up to 3 creatures that you can see within 30 feet of you forcing them to make Wisdom saving throws. On a fail, they become temporarily suffused with the Abyss' influence, granting them resistance to necrotic damage and vulnerability to radiant damage for 1 minute. The creatures affected by this effect see and hear tiny abyssal creatures in the world around them for the duration. A creature can choose to fail their saving throw voluntarily. Beings that are already tainted by the Abyss are not affected by this.

Purge the Horrors. As an action, you can channel your arcane strength to strike your prey with a bolt of rending energy using your Channel Divinity. Make a ranged spell attack against a target you can see within 60 feet of you. On a hit, the target takes 2d8 radiant damage. If the target has been tainted by the Abyss, they must succeed a Wisdom saving throw or be stunned for a round. In any creatures within 10 feet of the target are also tainted by the Abyss, they immediately suffer half of the damage. This ability's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8) and 17th level (5d8).

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Abysswalker Spells

Blind but All-Seeing

Starting at 7th level, the corruption has permanently affected your sight and your eyes become milk white, like a blind man's. You see normally in non-magical darkness and are immune to the blinded condition and any other adverse effects from bright light.

At 18th level, you gain truesight.

Beyond Salvation

At 15th level, more of your soul is corrupted than isn't and some changes become irreversible. You no longer require food, sleep, drink or air, as your soul is tied to the Abyss more so than the Material Plane. You can sense all traces of the Abyss and know their nature within 1000 feet of you.

Additionally, creatures in combat are disturbed by your transcendent presence, weakening their attacks. Attack rolls never have advantage on you.

Mask of the Doom's Herald

At 20th level, you can don the ancient corrupted mask,  created from the faceplate of the Doom's Heralds helmet. As an action, you can summon the mask to cover your face for 1 minute. To those without the seed of corruption within them, it appears as a grey, jagged slab of writhing flesh, recognizable as a face only by 2 glowing pupil less eyes and a maw of jagged fangs with massive tusks at the corners for a mouth. Those who carry the Abyss within, see the mask as an old rusted iron plate of metal that emits a constant silver radiance, searing their bodies.

While wearing the mask, you have resistance to slashing, piercing and bludgeoning damage, and are immune to being charmed, paralyzed, petrified or stunned. If your hit points are reduced to 0, the mask shatters, heals you for 20 hit points and the effect ends.

Enemies within 30 feet of you have their speeds halved. Whenever you deal damage to them, you heal for half the amount dealt.

Once you use this feature, you can't use it again until you finish a long rest. 

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