Sorcerer
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

    You gain proficiency with medium armor 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 Ranged property.

    Choose one elemental path:

 

  • 🔥 Purgatorial Flame (Fire)
  • ❄️ Voidbound Frost (Cold)
  • ⚡ Abyssal Lightning (Lightning)
  • 🌑 Rift Shadow (Necrotic)
  • 🌟 Aetherial Light (Radiant)

 

    Your Abyssal Arm uses your Charisma Modifier for hit and damage rolls and can be used as a Spellcasting Focus. You are able to expend one 1st Level Spell Slot or 2 Sorcery Points to ignite your Abyssal Arm for one minute, causing it to deal additional damage of the chosen element equal to your Proficiency Bonus for the duration of the effect.

    You may only have 1 Abyssal Arm at this level.

    You may only change this elemental path when gaining a Sorcerer level.

Abyssal Arts

    You 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 an Abyssal Arm, you may expend a spell slot to deal 1d6 additional damage per spell level, up to 5d6 at 5th level. This damage matches your chosen element type.

Seasoned Spellblade

    Starting from 6th level, you have gained a deeper mastery of your Abyssal Arms and your unique blend of magic and martial combat. You may now have up to 2 Abyssal Arms, but both must be of the same element. When you take the Attack action using an Abyssal Arm, 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

-Improved Abyssal Arms-

    Starting from 14th level, you may now change your elemental path during a long rest, instead of only when gaining a level in this class.

    You may now have up to 3 Abyssal Arms, and your Abyssal Arms may be Abyssal Arms of 2 different elements. (For example, you may have 2 scimitar Abyssal Arms of the Abyssal Lightning element and 1 greatsword Abyssal Arm of the Voidbond Frost Element, but not 3 Abyssal Arms that all have different elements.)

    You also gain an improved elemental feature:

  • 🔥 Purgatorial Flame - 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).
  • ❄️ Voidbound Frost - Frostguard Ward: You may now choose to grant your Frostguard AC bonus to an ally within 30 feet instead of yourself.
  • Abyssal Lightning - Storm Surge: When you cast a Spell or Cantrip that deals lightning damage, 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.
  • 🌑 Rift Shadow - 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.
  • 🌟 Aetherial Light - 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 from 18th level, you have learned to Awaken your Abyssal Arms. As a bonus action, you may spend 6 Sorcery Points to awaken an Abyssal Arm you are holding for 1 minute. While awakened:

  •     Your Abyssal Arm is considered ignited.
  •     Your Abyssal Arm gains a +3 bonus to attack and damage rolls if it does not already possess a magic weapon bonus.

    You also gain a powerful element-specific effect:

  • 🔥 Purgatorial Flame - Awakened Flame: Once per turn when you attack with your Abyssal Arm, 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 if you choose to use it) or half on a successful Dexterity Save (DC = Spell Save DC).
  • ❄️ Voidbound Frost - 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.
  • Abyssal Lightning - 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 within range or enter the area for the first time that turn.
  • 🌑 Rift Shadow - Awakened Shadow: When you crit or reduce a creature to 0 HP, you may make an additional weapon attack on your turn.
  • 🌟 Aetherial Light - 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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