Base Class: Cleric
The Clerics of the Abyss are a damned bunch who either seek self ablation or the destruction of everything else. The bond they have broken with their God has sent them spiraling closer to what is known as the Abyss. A portion of the world only touched by truly vile entities. They care not for their own health or of those they find themselves with. They will do anything to achieve their goals. This doesn't inherently make them evil, just morally flexible and willing to do whatever it takes.
Bonus Proficiency
When you choose this domain at 1st level you gain proficiency in intimidation and deception
Channel the Abyss - Self Perpetuation
As an action you are able to Channel the Abyss from where your powers come. Every creature you see within 15 feet of you(allies included) has to roll a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) if they fail they take 2d4 necrotic damage and you are healed for half this amount. If they succeed they only take half damage and you heal none.
You may only use this once per Long Rest
You get two uses at Level 6 per long rest and 3 uses at level 18
Abyssal Walker
The abyss has granted you the ability to move through any surface. You ignore difficult terrain unless it is an issue of size.
Sacrifice to the Abyss
As an action you may sacrifice half of your Hit Points(rounded up) to gain a spell slot of your choice(Highest you are allowed.) Or you can take half of an ally's Hit Points and gain the same effect.
Lord of the Abyss
You're very presence is terrifying to those who you would choose to be your enemy. All characters who seek to kill or harm you have to roll a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
