Abyss Walker (HB)

## Abyss Walker

You are a knight who embraces the darkness of the abyss. You used to be one of the many holy Crusaders who were sent into Arcaes, and didn't come back. You have turned your holy cleric magic into something to be feared. Because it does not come from any gods, it came from the Abyss.

### Spellcasting

At level 3, you gain the ability to cast spells. You follow the Eldritch Knight for Spellslots and Spells known. Wisdom is your spellcasting focus

* Cantrips When you pick this class, you are able to pick Cantrips from the Cleric spell list.
* Spells Known from 1st level and higher All spells that are learned of 1st level and higher must come from the Cleric Spell list, however, when learning spellbooks or scrolls, you may use gold and time equal to the spells level x15 to merge it into one of your spells. For Example, if you know the spell Zone of Truth, a 3rd level spell, and you find the spell Arcane Hand, a 5th level spell, you may copy that onto your spell, created Arcane Hand of Truth, it is a 5th level spell, and whereever it is in a 30' radius, a zone of truth is. Make sure your DM is okay with whatever you make, and talk to them while making to make sure you don't make anything game-breaking.
* Spells above 4th level Spells that are above 4th level cannot be casted using spell slots, because you do not have the spell slot associated with it, and because you cannot learn spells of that high level without a scroll or spellbook, the only spells that will be that high level will be your mutated spells. So, whenever casting a spell that is above 4th level, you instead use your HP as a casting source. Whenever casting a spell that is 5th level or above, you take the spells level, multiply it by 10, and subtract the amount of HP that is equal to that number. This only effects standard HP, and Temp HP cannot shield it, however, Temp HP *can*be used the in HP payment.

### Shadowalker

Beginning at 3rd level, you learn the ability to almost dissapere without a trace left behind. You do not leave footprints behind, you have no shadow, wind passes through you like you where air, and you have advantage on stealth checks if you are in any dark area.

### Black Magic

Beginning at 7th level, if you cast any spell that heals or restores a creature, you may chose for it to do the inverse effect. This allows you to heal Undead, or just damage creatures with healing spells. If a spell is used to deal damage, its class becomes Necromany.

### Horrifiying Visage

Starting at 10th level, if you cast a spell of 4th level or higher, you may also force one creature to make a Charisma saving throw against your spell-save DC. On a failed save, they can be afflicted with a condition of your choice: Charmed, Poisoned, Bleeding, Unconcious, Frightened, or Paralyzed.

### Unholy Warrior from the Abyss

Beginning at 15th level, whenever you cast a spell on your turn, your movement speed is doubled, and the next melee attack you make has advantage. However, all healing magic that effects you treats you as undead, and harms you instead of helps you.

### Chaos Magic

At 18th level, you become a source of all that is chaotic from the Abyss. You learn one spell of 5th level or lower and that is not a cantrip from each spellcasting class.