Base Class: Fighter
Long has the Abyss attempted to corrupt the material world and bring it to ruin, for about just as long there have been the Abyss Watchers, warriors and soldiers who have banded together and devoted themselves to snuff out the corruption and fight the Abyss until their last breath and then some. The Abyss Watchers have developed a unique fighting style that consists of the user wielding a greatsword in one hand, and a dagger in the other. A feat not possible for most but thanks to the countless years in constant battle, not only do Abyss Watchers wield them without issue, they also are able to perform incredible techniques utilizing both armaments to their fullest extent.
Legion Training
Starting at level 3 when you choose this archetype, you have mastered the unique fighting style of the legion. You are now capable of wielding a greatsword in one hand, and a dagger in the off hand.
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 decisions of the Abyss. You learn one technique now and additional ones at levels 5, 7, 10, 12, and 15.
Hunters Strike: As an action, you can dash and jump up to 15 feet away and 5 feet high, stabbing your dagger into the ground upon landing. You then use the dagger as leverage and swing your blade around you striking all enemies within 5 feet of you. They must make a dexterity saving throw (8 + your Strength modifier + your proficiency bonus). On a failed save, they take the damage of a melee attack with your greatsword.
Hunter’s Assault: After using Hunter’s Strike, you can perform a second Hunter’s Strike in the same place you landed after the initial Hunter’s Strike.
Prerequisites: Hunter’s Strike, level 7
Sentinal’s Parry: As a reaction to a melee strike, you use your dagger to try and defect the oncoming strike. You can roll a d4 and add the number to your AC against the attack.
Sentinel's Repost: After an attack misses you after you used Sentinal’s Parry, you can make a melee attack against the target with advantage as part of the reaction.
Prerequisites: Sentinel’s Parry, level 7
Wolf’s Leap: As an action, you strike with a restrained attack against an enemy and use the leverage to leap back out of harm's way. Make a melee attack against a target, on hit reduce your damage by half and leap back up to 10 feet, the movement does not trigger attacks of opportunity.
Wolf’s Reprise: You can now use Wolf’s Leap as part of your attack action or after Hunter’s Strike.
Prerequisites: Wolf’s Leap, level 7
Watcher’s Ire: As an action, you spot a target for your hunt and make a lunging strike against them pushing all others out of your way in the process. Choose a target within 15 feet of you, you rush over striking all creatures in your path who fail a dexterity saving throw (8 + your Strength modifier + your proficiency bonus) and knocking any creature large size or smaller 5 feet away except your target.
Watcher’s Wrath: After Watcher’s Ire, you can take an additional attack against the target. If the target failed their save against Watcher’s Ire, you have advantage on the attack and it crits on rolls of 18-20.
Prerequisites: Watcher’s Ire, level 7
Demon Hater
Starting at the 7th level, you gain a 6th sense for hunting Demons. You gain a +2 bonus to damage rolls with weapon attacks against Demons. Additionally, you have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. You can also sense the position of a portal to the Abyss if there is one within one mile of you.
Unflinching Resolve
Starting at the 10th level, your encounters with creatures of the Abyss has hardened your will and has made you resistant to mental manipulation. You have advantage on saving throws against being charmed or frightened.
Endless Hunt
Starting at the 15th level, your will to continue the fight against the Abyss can let you defy the grasp of death. When you are reduced to 0 hit points, instead of dropping unconscious you can use your reaction to regain a quarter of your hit points and make a melee attack against a target in range. You can't use this feature again until you finish a long rest.
Essence of the Abyss
Starting at 18th level, your time spent soaked in the blood of demons has let a fraction of their Abyssal essence fuse to your own. As a bonus action, you erupt in flames for 1 minute and gain the following benefits:
- Creatures around you make a Dexterity saving throw (8 + your Constitution modifier + your proficiency bonus). On a failed save they take 2d8 fire damage and have disadvantage on their next attack against you. On a successful save they take half damage and do not suffer any adverse effects.
- You become resistant to fire and poison damage.
- Your melee attacks do an additional 1d8 fire damage.
- You are not knocked unconscious when reduced to 0 hit points, however you still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You can now use Endless Hunt as a reaction upon failing your last death save. If you are still at 0 hit points when Essence of the Abyss ends, you are knocked unconscious.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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