Wizard
Base Class: Wizard

Abyssal Control is obtained by Wizards who spend too much time reading into the deep of the oceans and seas. Often times find themselves getting lost in the darkness beyond the blue waters. Wizards that take this subclass specialize in crowd control and buffing allies, controlling the battlefield just as one would attempt to control the dangerous, thrashing oceans.

Riptide

Starting at 2nd level, as a reaction, whenever an ally attacks a creature that you can see, the attack gains advantage and deals an additional 1d4 force damage.

You can use this ability a number of times equal to your proficiency modifier and resets on a long rest.

Abyssal Well

At 2nd level, as a bonus action, you can create a miniature Abyssal Well, in the form of a 15-foot-radius sphere, centered on a point on the ground that you can see within 60 feet. It lasts 1 minute. The sphere is considered difficult terrain for all creatures except for you.

As part of creating the Abyssal Well, and on subsequent turns as a bonus action, you can choose a creature within the radius of Abyssal Well, They must succeed on a Strength saving throw against your spell save DC or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere’s space for the first time on a turn or starts its turn there takes 1d6 magical bludgeoning damage and has its movement speed halved until the start of its next turn. A creature reduced to 0 hit points inside the Abyssal Well is annihilated, along with any nonmagical items it is holding.

You can use this ability once per long rest, or until you expend a use of arcane recovery to use it again. This Abyssal Well grows with you, when your power increases so does this ability:

● At 3rd level in this class, creatures that enter the sphere’s space are restrained.

● At 5th level in this class, the sphere's radius increases to 25 feet, and the damage to 2d6.

● At 7th level in this class, the Abyssal Well only affects creatures that you choose.

● At 9th level in this class, the damage increases to 3d6 and the sphere’s radius to 30 feet. You can summon the Abyssal Well at any point that you can see, not just on the ground. If the sphere is in the air, the restrained creatures hover inside the sphere.

 

Current

Starting at 6th level, your knowledge of the Abyss manifests. You learn the language Abyssal if you don't already know it. Additionally, as an action, you can move the center of your Abyssal Well up to 20ft. Moving the Abyssal Well in this way affects all creatures it passes by/through.

Tidal Wave

Starting at 10th level, you may use an action to create a massive wave of ethereal water. This wave is 15ft tall and 15ft wide and travels 45ft in any direction that you choose. Choose any number of creatures that the wave passes through, any creature that is Large or smaller must succeed on a DC Dexterity Saving throw or be carried by the wave, moving to the end of the Tidal Wave, taking 4d6 bludgeoning damage (this damage is considered magical). If the creature is Huge or larger it makes the same Dexterity save, on a failed save, taking 4d6 bludgeoning damage and is knocked prone. On any successful save the creature takes half as much damage and does not move or become prone.

Voracious Void

At 14th level, you can unleash the ravenous hunger of the Void. When you use your Abyssal Well, you can choose to let it run wild. In that case, rather than as a bonus action, whenever a creature starts its turn within the Abyssal Well it must make the saving throw or be pulled to the center. You can choose a number of creatures equal to your Intelligence modifier to not be affected by this effect, including yourself.

 

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