Class Features
Abyssal Energy
Beginning at 1st level, you possess a pool of supernatural power called Abyssal Energy.
- Energy Points = Proficiency Bonus + Dexterity modifier
You regain all expended energy after a long rest.
Certain class features consume Abyssal Energy.
Level 1 – Phantom Strikes
- Once per turn when you hit a creature with a finesse weapon, you deal an extra 1d6 psychic damage.
The damage increases later as shown in the table:
Level 1 – Phase Dash
Bonus Action. Spend 1 Abyssal Energy.
- You teleport up to 20 feet to a space you can see.
- Your next attack this turn has advantage.
Level 2 – Unnatural Agility
You gain:
- Climb speed equal to walking speed
- Advantage on Dexterity (Acrobatics) checks
- Standing from prone costs only 5 ft of movement
Level 2 – Evasive Instinct
When a creature you can see hits you with an attack, you may use your reaction to halve the damage.
Level 3 – Talent Path
Each subclass is detailed later.
Level 5 – Extra Attack
You may attack twice when taking the Attack action.
Level 5 – Abyssal Step
- Phase Dash distance increases to 30 ft.
- After teleporting you ignore opportunity attacks until the end of your turn.
Level 6 – Shadow Resistance
- You gain resistance to necrotic damage.
- You also gain advantage on saving throws against being Frightened
Level 7 – Flicker Form
Bonus Action, 2 Abyssal Energy.
Until the start of your next turn:
- You gain resistance to all damage except force
- You can move through creatures and objects as difficult terrain
- If you end inside an object you take 2d10 force damage and are pushed to the nearest empty space.
Level 9 – Rift Awareness
You gain:
- You cannot be surprised while conscious
- Advantage on initiative rolls
Level 10 – Abyssal Retaliation
When you successfully avoid damage using Evasive Instinct, you may teleport 15 ft and make a melee attack against the attacker.
Level 11 – Improved Phantom Strikes
Extra psychic damage increases to 3d6.
Level 13 – Shadow Pursuit
If a creature you damaged this turn moves away from you, you may use your reaction to teleport adjacent to it.
Uses equal to Proficiency Bonus per long rest.
Level 14 – Unstable Form
You can activate Flicker Form without spending energy once per short rest.
Level 15 – Rift Predator
When you teleport using Phase Dash:
- Your next attack deals an additional 2d8 force damage
Level 17 – Greater Phantom Strikes
Extra damage becomes 4d6.
Level 18 – Endless Phasing
Phase Dash now costs 0 energy once per turn.
Level 20 – Living Rift
You become partially fused with the abyssal plane.
Benefits:
- Permanent resistance to necrotic and psychic damage
- When reduced to 0 HP you may instead drop to 1 HP and teleport 30 ft (1/day)
- Whenever you teleport you gain advantage on your next attack.
Subclasses
Royal Presence
Level 3 – Sovereign Mark
- When you damage a creature with Phantom Strikes, you may mark it for 1 minute.
Marked enemies:
- deal disadvantage on attacks against targets other than you
- you deal +1d6 psychic damage against them
One marked target at a time.
Level 7 – Commanding Rift
When using Phase Dash, creatures within 10 ft of your destination must succeed on a Wisdom save or be frightened until the end of your next turn.
Level 11 – Tyrant’s Pressure
Marked enemies have disadvantage on saving throws against your abilities.
Level 15 – Absolute Authority
When a marked enemy drops to 0 HP you regain 2 Abyssal Energy and may immediately Phase Dash.
Subjugation
Level 3 – Rend Essence
Phantom Strikes deal an additional
1d6 necrotic damage.
Level 7 – Abyssal Collapse
When you hit a creature after teleporting, it must succeed on a Strength save or be knocked prone.
Level 11 – Predator’s Momentum
If you reduce a creature to 0 HP you may immediately make another attack.
Level 15 – Total Subjugation
Your Phantom Strikes damage dice increase by one step
(d6 → d8).
Show of Force
Level 3 – Intimidating Assault
Creatures you hit with Phantom Strikes must succeed on a Wisdom save or suffer disadvantage on their next attack.
Level 7 – Abyssal Shockwave
When activating Flicker Form, enemies within 10 ft take
2d8 force damage.
Level 11 – Dominating Presence
- You gain proficiency in Intimidation, or expertise if already proficient.
- Creatures frightened of you take extra psychic damage equal to your Charisma modifier.
Level 15 – Unstoppable Manifestation
While Flicker Form is active you gain:
- immunity to opportunity attacks
- advantage on saving throws