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Abyssal Magistrate

Core Abyssal Magistrate Traits
Primary Ability Charisma and Constitution
Hit Point Die 1d8 per level
Saving Throw Proficiencies Constitution, Charisma
Skill Proficiencies Choose 3: Arcana, Deception, Insight, Investigation, Medicine, Perception, Persuasion, Stealth
Weapon Proficiencies Simple weapons, rapiers, Light Firearms
Tool Proficiencies Calligrapher’s supplies
Armor Training Light armor, Medium armor
Starting Equipment Choose A or B: (A) Rapier, Light crossbow with 20 bolts, leather armor, Diplomat’s pack, Calligrapher’s supplies, Abyssal Dagger (arcane spellcasting focus), (B) 200 gp

The draw of power beyond what one could hope to wield in a normal lifespan draws some Magisters to the darker forces. Others join to spread abyssal influence as an ultimate truth. Abyssal Magistrates are commanders who wield the corrupting power of the Abyss. Through dark pacts and arcane runes, they bind allies with empowering marks while draining vitality from their enemies. An Abyssal Magistrate functions as a tactical support caster who enhances allies while weakening enemies through cursed marks and life-draining magic.
Class Features
Partial Spellcasting — Abyssal Magic   Corvus uses Pact-style spellcasting similar to a Warlock.   Spellcasting Ability: Charisma   Spell Save DC: 8 + proficiency bonus + Charisma modifier   Spell Attack Modifier: Proficiency bonus + Charisma modifier   You regain all spell slots on a short or long rest.
Level 1 — Mark of Fate   You place a magical mark on one creature within 60 ft as a bonus action.   Effects:
  • Marked ally gains bonus healing equal to your Charisma modifier when you restore HP.
  • When you deal necrotic damage, the marked ally regains HP equal to half your Charisma modifier.
The mark lasts 1 minute and can be used a number of times equal to Proficiency Bonus per long rest.   Level 1 — Abyssal Bolt   You gain a ranged spell attack:
  • Range: 90 ft
  • Damage: 1d8 necrotic
Damage increases:
  • 5th level: 2d8
  • 11th level: 3d8
  • 17th level: 4d8
If the target is marked by you, you regain HP equal to your Charisma modifier.   Level 2 — Dark Boons   Choose two invocations from the Abyssal Boon list   Level 3 — Choose Subclass
  • Spreading Influence
  • Dark Gifts
  • Stunning Visage
  Level 5 — Piercing Judgment
  • Your necrotic spells ignore resistance to necrotic damage.
  • Additionally, when you damage a creature marked by you, an ally within 30 ft heals HP equal to your proficiency bonus.
Level 6 — Shadow Teleport
  • As a bonus action you teleport up to 30 feet to a space you can see.
  • Uses per long rest: proficiency bonus.
  • If you teleport adjacent to a marked ally, they gain temporary HP equal to your Charisma modifier.
  Level 7 — Improved Pact Magic   You learn an additional spell and gain 4th-level slots.   Level 9 — Grand Design   You may maintain two active Marks of Fate at the same time.   Level 10 — Abyssal Resilience
  • You gain resistance to necrotic damage.
  • When you drop below half HP, you gain temporary HP equal to twice your Charisma modifier.
Level 13 — Chain of Fate   When a marked ally takes damage, you can use your reaction to redirect half that damage to a creature within 30 ft marked by you.   Level 14 — Shadow Dominion   Enemies marked by you have disadvantage on saving throws against your spells.   Level 15 — Abyssal Ascension   You gain immunity to the frightened condition and resistance to psychic damage.   Level 18 — Eternal Mark   Marks of Fate last until dismissed or the creature dies.   Level 20 — Abyssal Tether   For 1 minute, once per long rest:
  • Marks affect all Marked creatures
  • Necrotic damage you deal heals allies within 30 ft
  • You gain a 30 ft flying speed
Spells
Suggested Spell List (otherwise use Warlock Spell list)   Cantrips
  • Chill Touch
  • Spare the Dying
  • Mage Hand
  • Toll the Dead
  1st Level
  • Hex
  • Cure Wounds
  • Inflict Wounds
  • Command
  2nd Level
  • Hold Person
  • Mirror Image
  • Lesser Restoration
  3rd Level
  • Bestow Curse
  • Vampiric Touch
  • Spirit Shroud
  4th Level
  • Shadow of Moil
  • Blight
  5th Level
  • Enervation
  • Hold Monster
Details
Core Boons (No Prerequisite)   Shadow Sight You can see normally in magical and nonmagical darkness out to 120 ft.   Siphoning Bolt When Abyssal Bolt hits, you regain HP equal to your proficiency bonus.   Lingering Mark Your Mark of Fate duration increases by 1 minute.   Runic Preservation Creatures healed while marked gain temporary HP equal to your proficiency bonus.   Veil of Dusk You gain advantage on Stealth checks while in dim light or darkness.   Abyssal Focus You gain +1 bonus to spell attack rolls.   Level 5+ Boons   Whispers of the Abyss Telepathic communication with marked creatures within 120 ft.   Marked Execution Abyssal Bolt gains +CHA to damage; below half HP targets take +1d8 necrotic.   Grasping Shadows Marked enemies have disadvantage on opportunity attacks.   Tethered Essence When a marked enemy takes damage, reduce its speed by 10 ft until end of turn.   Bolstering Sigil Marked allies gain +1 AC.   Echoing Mark When you apply a mark, you may deal necrotic damage equal to proficiency bonus.   Level 7+ Boons   Abyssal Relay Shadow Teleport allows a marked ally to move without provoking opportunity attacks.   Fatebound Resurgence Reaction to restore HP when a marked ally drops to 0 HP (1/long rest).   Umbral Step Shadow Teleport range increases by 15 ft.   Shared Vitality When you heal a marked ally, another marked ally heals for half that amount.   Dark Momentum When a marked enemy dies, you gain movement equal to your speed.   Warding Mark Marked allies gain advantage on death saving throws.   Level 9+ Boons   Echoing Curse Spells against marked targets splash necrotic damage to a nearby enemy.   Umbral Conduit You heal for half the healing you grant to marked allies.   Chain Suffering When a marked creature takes necrotic damage, another marked enemy takes PB damage.   Shadow Anchor Marked enemies cannot benefit from teleportation unless they succeed on a CHA save.   Soul Tax Enemies marked by you take necrotic damage equal to PB when casting spells.   Dual Marking You may apply Mark of Fate to two creatures with one use (once per long rest).   Level 11+ Boons   Dark Pursuit Marked creatures slowed if they move too far; take damage if they escape range.   Crippling Presence Marked enemies suffer disadvantage on STR and DEX checks.   Feast of Ruin When you kill a marked creature, regain HP equal to twice your CHA modifier.   Abyssal Reflex When damaged by a marked enemy, you may use reaction to deal necrotic damage equal to PB.   Obsidian Will Advantage on concentration checks while at least one creature is marked.   Creeping Dread Marked enemies have disadvantage on saves vs fear effects.   Level 13+ Boons   Sovereign Brand Marks resist dispel and impose disadvantage on saves vs your necromancy spells.   Dominion Pulse When applying a mark, all enemies within 10 ft take necrotic damage equal to CHA mod.   Life Threading When a marked ally takes damage, they regain HP equal to PB.   Abyssal Bastion You gain resistance to necrotic and advantage on saves vs spells while a mark is active.   Level 15+ Boons   Entropic Pulse Necrotic damage from you splashes to nearby enemies.   Master of Chains You may maintain one additional Mark of Fate beyond your normal limit.   Abyssal Overload Once per turn, reroll necrotic damage and take the higher result.   Harvester of Souls When a marked creature dies, you gain temporary HP equal to its CR (min = PB).
Subclasses
Spreading Influence   A battlefield strategist who spreads marks among multiple allies.   Level 3 — Shared Mark   When you mark a creature, another ally within 30 ft gains half the benefit.   Level 7 — Network of Fate   When a marked ally deals damage, another marked ally gains temporary HP equal to proficiency bonus.   Level 11 — Mark Propagation   When a marked ally drops an enemy to 0 HP, you may move the mark to another creature within 30 ft.   Level 15 — Supreme Influence   You may maintain three marks simultaneously.   Dark Gifts   A corruption-based path emphasizing lifesteal and offensive magic.   Level 3 — Corrupting Energy   Your spells deal extra necrotic damage equal to your Charisma modifier once per turn.   Level 7 — Blood Debt   When you damage a marked enemy, you regain HP equal to the spell level used.   Level 11 — Abyssal Leech   Enemies damaged by your spells have disadvantage on saving throws against your next spell.   Level 15 — Devouring Darkness   When a marked creature dies, you regain one spell slot.   Stunning Visage   A control-focused path built around debilitating enemies.   Level 3 — Terror Rune   When you mark an enemy, they must succeed on a Wisdom save or become frightened until the end of their next turn.   Level 7 — Crippling Curse   Enemies marked by you have reduced movement speed by 10 ft.   Level 11 — Abyssal Paralysis   When a marked enemy fails a saving throw against your spell, they are stunned until the end of their next turn.   Level 15 — Sovereign of Fear   Frightened enemies marked by you take psychic damage equal to your Charisma modifier at the start of their turn.


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