Base Class: Sorcerer
Wielders of forbidden elemental power, Abysswalkers channel the raw fury of the abyss through a devastating blend of spellcasting and martial combat. Their magic fuses with their physical form, empowering them with unique weapons known as Abyssal Arms, which grow in strength as the Abysswalker’s connection to their chosen element deepens.
Abyssal Arms
Starting at 1st level, when you take this Sorcerous Origin, you gain proficiency with medium armor, shields, and martial weapons.
As a bonus action, you may summon a weapon formed of elemental energy—your Abyssal Arm—or bind an existing magic weapon, transforming it into your Abyssal Arm.
The weapon must lack the two-handed, heavy, and ranged properties.
Choose one elemental path:
🔥 Purgatorial Flame
❄️ Voidbound Frost
⚡ Abyssal Lightning
🌑 Rift Shadow
🌟 Aetherial Light
Your Abyssal Arm deals additional damage of the chosen element equal to your proficiency bonus on each hit and uses your Charisma modifier for hit and damage rolls.
You may only change this elemental path when gaining a Sorcerer level.
Abyssal Arts
Starting at 1st level, when you take this Sorcerous Origin, you may learn spells from the Warlock spell list in addition to the Sorcerer list when choosing known spells. Your number of known spells does not increase.
You also gain the Abyssal Smite ability:
> Abyssal Smite: When you hit with a weapon attack using your Abyssal Arm, you may expend a spell slot to deal 1d8 additional damage per spell level, up to 5d8 at 5th level.
This damage matches your chosen Abyssal Arm element type.
Seasoned Spellblade
Starting at 6th level, you have gained a deeper mastery over your Abyssal Arm and your unique blend of spellcasting and martial combat. When you take the Attack action, you may make one additional attack. You may also replace one of your weapon attacks with a cantrip.
You also gain an elemental bonus based on your chosen path:
🔥 Purgatorial Flame — Brand of Purgatory:
You may expend 1 Sorcery Point to mark a creature you can see within 30ft of you with a Brand of Purgatory as a Bonus Action. Your Abyssal Arm scores a critical hit on a natural 19 or 20 against creatures marked with a Brand of Purgatory. You may only mark one creature with a Brand of Purgatory at a time.
❄️ Voidbound Frost — Frostguard:
When you hit with an Abyssal Smite, you may expend 1 Sorcery Point to gain a +X AC bonus until the start of your next turn, where X = spell level expended.
⚡ Abyssal Lightning — Supercharge:
Your movement speeds increase by 10ft and you may Disengage or Dash as a Bonus Action at the cost of 1 Sorcery Point while holding your Abyssal Arm.
🌑 Rift Shadow — Shadow Siphon:
When you hit with an Abyssal Smite, you may expend 1 Sorcery Point to regain HP equal to half the damage dealt. When healing above your maximum HP in this way, you gain Temporary HP equal to the amount of HP healed above your maximum.
🌟 Aetherial Light — Radiant Judgment:
You may expend 1 Sorcery Point to empower an Abyssal Smite to deal 2d8 additional radiant damage against aberrations, fiends, and undead.
Improved Abyssal Arms
Starting at 14th level, you have gained greater mastery over your Abyssal Arms and learned to use them more flexibily. You may now change your elemental path during a long rest and your Abyssal Arm may now have the two-handed and heavy properties.
You also gain an improved elemental feature:
🔥 Meltdown
Your Abyssal Arms and Abyssal Smites ignore fire resistance.
When you score a critical hit with an Abyssal Smite against a target marked with a Brand of Purgatory, the target ignites for 1d8 fire damage at the start of each of their turns for 5 rounds (or until doused with an action).
❄️ Frostguard Ward
You may now choose to grant your Frostguard AC bonus to an ally within 30 feet instead of yourself.
⚡ Storm Surge
When you cast a lightning spell, you may teleport to a space along the spell’s path as a bonus action.
If you appear within 5 feet of a creature, you may make a weapon attack as a reaction.
🌑 Shadow Warp
While holding your Abyssal Arm, you may teleport up to 60 ft from one area of dim light or darkness to another as a bonus action.
🌟 Dawn’s Mercy
When you hit with a Radiant Abyssal Smite, you may heal an ally within 30 feet for half the damage dealt.
Abyssal Arm Awakening
Starting at 18th level, you have fully mastered your Abyssal Arts and learned to awaken your Abyssal Arm. As a bonus action, you may spend 6 Sorcery Points to awaken your Abyssal Arm for 1 minute. While awakened:
Your Abyssal Arm gains a +3 bonus to attack and damage rolls if it does not already possess a magic weapon bonus.
You gain a powerful element-specific effect:
🔥 Awakened Flame
Once per turn when you hit, you may instead cause the attack to erupt in a 60 ft line (5 ft wide).
Each creature in the line takes your weapon’s full damage (including Abyssal Smite) or half on a Dex save (DC = Spell Save DC).
❄️ Awakened Frost
While Frostguard is active on you or an ally, that creature gains resistance to all damage types except psychic.
You may spend 1 Sorcery Point at the start of each round to maintain the effect for another round for a maximum of five rounds.
⚡ Awakened Lightning
You gain the benefits of the Haste spell without requiring concentration.
Enemies within 10 feet of you take 1d8 lightning damage when they start their turn or enter the area for the first time that turn.
🌑 Awakened Shadow
When you crit or reduce a creature to 0 HP, you may make an additional weapon attack on your turn.
🌟 Awakened Light
You gain angelic wings and a flying speed of 30ft.
You emit bright light in a 10-foot radius, dim light 30ft beyond that.
Creatures of your choice that start their turn in the bright light or enter it must succeed a Constitution save (DC = Spell Save DC) or be blinded while in the light. Affected creatures can repeat the save at the end of each of their turns.
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