Base Class: Fighter
This Subclass is not available for multiclassing!!!
The Abyss Watchers were the main component of the Undead Legion of Farron, a special fighting force formed to combat the threat of the Abyss. Taking inspiration from the Wolf Knight, the Abyss Watchers themselves sought to utilize the techniques of Artorias, and partook of wolf blood to do so. Now equipped with the strength of Artorias, they became intensely strong and agile, fighting in a coordinated and sporadic pack akin to wolves.
Though the Legion was not inherently evil or overtly violent, at the slightest threat of the Abyss the Watchers would go so far as to decimate an entire territory. Their distinct outfits, topped off with a tall pointed helm, became an ill omen for any who saw them. Their wolf-blood fighting style was enhanced by the revolutionary use of an ultra greatsword modeled after Artorias' sword along with a carved dagger, utilizing the dagger as support for them to develop their own unique, highly agile fighting techniques that were even more unpredictable and vicious than their predecessor. As such, they disdained the use of shields and preferred a constant offense.
Their wolf blood did more than enhance their bodies, but their very essence, for all those who partook in it were linked to the soul of Artorias himself. As such, instead of each body hosting distinct souls, all that partook the wolf blood share the one soul distributed among them.
Along with the actual Abyss Watchers, the complete Undead Legion consisted of two other levels. To assist them, the Abyss Watchers recruited acolytes, who provided support via miracles and sorceries. At some point, they made a pact of uncertain terms with one of the Crystal Sages of the kingdom of Lothric, who agreed to come to their headquarters in Farron and train their acolytes in sorcerous arts. Due to the Legion's emphasis of speed over physical power, they asked the skilled sorcerer to develop unique variations of existing sorceries for the acolytes to use. Some of them were made by a scholar named Heysel, the daughter of the head acolyte, and refined even further than that.
Perhaps the most telling of their fall were the number of foot soldiers tasked with the covert disposal of corrupted members, as the Abyss would slowly alter them, so the "Followers" as they were called would be sent to execute them before they were transformed into creatures. Their primary technique was to surround the target, burning and stabbing them, and finishing them with honor by throwing a spear to kill them.
Eventually, the Watchers linked the Fire, although it is unknown if one or all had done so, but had returned as Lords of Cinder.
Beneath their home in Farron Keep, is the Catacombs of Carthus, which contain a chalice holding High Lord Wolnir, who fell to the Abyss long ago. Along with the cindered Smouldering Lake, nearby is the Cathedral of the Deep, resting place of Aldrich, Devourer of Gods.
With nothing to live for after the Abyss Watchers linked the flame, the Followers went hollow, roaming the land and eventually disappearing into the Painted World of Ariandel. Since there were none to execute the corrupt, the acolytes were slowly devolved by the Abyss, and Farron was consumed in a rotting bog. Once the Abyss Watchers had awakened, their home was corrupt and their mission unsuccessful. The Watchers in the keep now fight against themselves; endlessly slaying their brethren corrupted by the Abyss.
Wolf Knight Imitation
Beginning when you choose this archetype at 3rd level, you have mastered the unique fighting style of the Undead Legion. While wielding a Greatsword and dagger, Greatswords gain Finesse, lose Two-Handed, and benefit from Great Weapon Fighting even when held with one hand, and can utilize Two-Weapon Fighting if the first attack is from a greatsword and the second attack is with a dagger.
Abyss Hunting Techniques
At 3rd level, when wielding the weapons of an Abyss Watcher (greatsword and dagger) you can use special techniques crafted by the Legion to exterminate the creatures from the Abyss. You can use these abilities up to twice your proficiency bonus per short rest. You can only use one ability per turn and cannot use these techniques on your subsequent turns.
Hunter's Strike: As an action, you can jump half your walking speed (minimum 10 feet) and up to 10 feet high. Upon landing, you lodge your dagger into the ground. You then use the dagger as an anchor point to keep your momentum, swinging around your dagger and striking any creature within 5 feet of you with your greatsword. You can target a number of creatures up to your Proficiency Bonus. They must make a Dexterity saving throw (8 + your Strength or Dexterity modifier + your proficiency bonus). On a failed save, they take the damage of a melee attack with your greatsword while being tripped and falling prone. On a successful save, they take half damage and are not knocked prone.
Sentinel’s Parry: As a reaction, when you take a hit from a melee attack, you can use your dagger to try and deflect the incoming strike. Roll 1d6 and add the result to your AC, potentially making the attack miss.
Wolf’s Lunge: As a bonus action, you make an attack with your dagger against a creature and use the surprise of your target to leap back out of harm's way, up to half your walking speed. This movement does not provoke attacks of opportunity.
Fiery Resolve
Starting at 7th level, as a bonus action, you can cause flames to erupt from the blade of your greatsword. These flames shed bright light in a 15-foot radius and dim light for an additional 15 feet. While your greatsword is ablaze, it deals an extra 1d4 in fire damage and heals you for the same amount. This healing can only occur once per round. The damage increases to 1d6 when you reach 10th level, 1d8 at 15th level, and 1d10 at 20th level. These flames last for 1 minute in combat, and 8 hours out of combat, or until you choose to extinguish the flames. You can use this feature once per short rest. This increases to twice per short rest at 15th level.
Improved Abyss Hunting Techniques
Starting at 10th level, your Abyss Hunting Techniques are improved as follows:
Hunter's Assault: As an action, you can jump half your walking speed (minimum 10 feet) and up to 10 feet high. Upon landing, you lodge your dagger into the ground. You then use the dagger as an anchor point to keep your momentum, swinging around your dagger and striking all creatures within 5 feet of you with your greatsword. They must make two Dexterity saving throws (8 + your Strength or Dexterity modifier + your proficiency bonus). On a failed save, they take the damage of a melee attack with your greatsword while being tripped and falling prone. On a successful save, they take half damage and are not knocked prone. If they are already knocked prone, the attack stuns if it hits. If they are already stunned, the attack knocks them unconscious.
Sentinel’s Riposte: As a reaction, when you take a hit from a melee attack, you can use your dagger to try and deflect the incoming strike. Roll 1d6 and add the result to your AC, potentially making the attack miss. If the attack misses, you can make a melee attack with your dagger as part of the reaction.
Wolf’s Lunge: As an action, you lunge 5 feet forward and make an attack with your greatsword against a creature and use the surprise of your target to leap back out of harm's way, up to half your walking speed. This movement does not provoke attacks of opportunity.
Wolf Pack
At 10th level, you gain the ability to summon the Legion to assist you in the hunt against the Abyss. You can summon up to two allies at a time, but can summon allies equal to your proficiency bonus per short rest. Your allies can not summon more allies. Your allies take their turn immediately after you and will remain for 8 hours, until you dismiss them, or until they die.
Watcher's Wrath
Starting at 13th level, as an action, you can light your greatsword on fire, if it isn't already lit, and dash in a line equal to your walking speed while dragging it behind you. Fire erupts where your greatsword touched. Creatures must make a Dexterity Saving Throw (8 + Strength or Dexterity Modifiers + Proficiency Bonus). On a failed save, creatures take fire damage equal to your greatsword damage and are moved 5 feet to either side of you if the are Large or smaller. On a successful save, creatures are moved 5 feet to either side if they are Large or smaller, but do not take any damage. You can use this feature a number of times equal to your proficiency bonus.
***NOTE: This ability does NOT benefit from or stack with Fiery Resolve.***
Endless Hunt
Starting at the 18th level, your will to continue the fight against the Abyss can let you defy death, entering into a flurry of fury. When you are reduced to 0 hit points, instead of dropping unconscious, roll half of your Hit Dice (but do not expend) and regain the result, additionally you gain the following benefits for 1 minute:
- Your Fiery Resolve activates without expending a charge. Fiery Resolve damage becomes 2d12 for the next minute.
- Your walking speed increases by 10 feet
- You can use your Abyss Hunter Techniques without expending charges and can use them on your subsequent turns.
You can only use this feature once per long rest.
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