Homebrew Abyss Walker (OVER POWERED) Species Details

From a glance they are very forgettable, just another person in full armor or a cloak, this is what they want, they want to be left alone to walk.....to where ever the world brings them, This is a unfortunate creation as it has no voice to speak, no ears to hear, but can see......too much it has seen, the Abyss is a terrible mind game that this creature has existed for........how long has it been? 100 years? 1000 years? or was it yesterday?. This creature can feel emotion but never express it, the only way you can tell is the eyes.......oh god the eyes looking in them too long may scare a loathsome bandit or a desperate demon, but in the eyes you learn them they change from scripts it is very easy to remember, Green = Satisfied, Orange = Neutral, Yellow = Alarmed or on edge, Red = Anger, Actively attacking = Gone (nothing there),  Fear (lore) = White. The hard part is the shape changes from person to person, some say snake-eyed, some say goat-eyed, some see their own eyes staring at them, just not their own. These are scary fighters as they have nothing to lose, if they 'die' they are revived by a unknown force (add your lore) but lose the memories of their last existence, You may wonder why these creatures are not 'all-powerful' as they are able to realm walk, but that is merely because they should be dead, long forgotten deceased shrived corpse(s) under 6ft of dirt but yet walk because it is the only thing that is certain, if you end up like them......may you learn the ways of the Abyss, death speed my brother, we have been needing a new fighter

Abyss Walker (OVER POWERED) Traits

Abyssal Movement, Extreme Dark Vision, Shadow Mend, Abyssal Form, Fear Factor, Imposing Force, Emotional See Thrue, Sleepless, Highly Alert, Abyssal Communication, Abyssal Revive, Spirit Feeder, Chi Incapable, Abyssal Abilities,

Abyssal Movement

While moving you are immune to blunt attacks, resistant to piercing, extreme vulnerability to magic (during this time), if you move into a space that was unexpected by a opponent (dashing behind them etc.) you may do a lesser fear roll (1d10, 7 or lower immediate fail, target does the same but a 5 or lower is a fail and they add char modifier)

Extreme Dark Vision

You can see everything in the natural dark or in a magical darkness, (invisibility still works) but you are easily blinded (you determine what that entails)  

Shadow Mend

You can choose to become one with a natural shadow for a time in this state you can't hear until you end this state, if the shadow is removed you are forcefully taken from this state with damage taken bonus from radiant damage (+1d6 per 5 ft of coverage, example you use a spell that clears 50ft ahead of you and you put it right on the shadow=10d6 )

Abyssal Form

All traps will 100% trigger if you trigger one and you take half damage from the 'Slashing/ Piercing' category but double radiant damage and healing spells damage you for the health healed being near a holy person (paladin/cleric) makes you take more damage of the 'mental' category (1/3 their level in FLAT damage)

Fear Factor

For a intimidation role you can double it if you haven't met the target before, if you have this trait does nothing, if the role is successful the target is feared 

Emotional See Thrue

advantage on insight roles on dialog, if this character is known well by the character with this trait the insight role will always succeed if the target is another abyssal they again a small emotional bond for a time

Sleepless

You do not sleep to pass time you enter a trance that is similar to meditating, if a spell 'puts you to sleep' you instead have disadvantage on all attack roles for the amount of turns it is active

Highly Alert

You can't be surprised attacked without being able to react with a dodge (dodge roll), if it is a magical surprise attack you have a 100% chance to dodge the first attack

Abyssal Revive

if you 'die' (health drops below 0) you will be brought back for a unknown reason, you lose recent memories (last 20 turns before death and everything in between), you loose all items that aren't your summons. this takes 5 in game days (or desired time by DM) 

Spirit Feeder

All creatures you kill can't be revived because the only way for you to level up or heal is to feed on a soul the creature slayed soul strength with determine the health gained (between player and DM)

Abyssal Abilities

you may not be able to use ife or magici but the Abyss have a lot of unused energy that you may harness (DM chooses the abilities properties and what level you gain them at and the level they upgrade)

Abyssal Weaponry

You can ONLY use weapons that are Abyssal 2d4 (Long Sword) (upgrades once per 2 levels) +1d4 Necrotic damage (upgrades once per 2 levels), Abyssal Bow 1d12 damage +1d4 damage (upgrades once per 2 levels), I can summon ONLY one handed weapons if you can't summon your others, must be Dex based

Previous Versions

Name Date Modified Views Adds Version Actions
8/25/2022 2:21:15 AM
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8/25/2022 4:12:53 AM
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4/17/2023 12:13:39 AM
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