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Abyssal Conduit

Core Abyssal Conduit Traits
Primary Ability Strength and Dexterity
Hit Point Die 1d10 per level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Acrobatics, Athletics, Deception, Insight, Perception, Sleight of Hand, Stealth, Survival
Weapon Proficiencies Greatswords, Greataxes, Unarmed Strikes (+1d10)
Tool Proficiencies None
Armor Training Medium Armor, Heavy Armor
Starting Equipment Choose A, B or C: (A) Greatsword, Half-plate, Explorer's Pack, (B) Greataxe, half-plate, 30 gp, (C) 120 gp

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 5 – 2d6
  • Level 11 – 3d6
  • Level 17 – 4d6
  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  
  • Royal Presence
  • Subjugation
  • Show of Force
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:
  • Darkvision 120 ft
  • 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


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