Mark of the Abyssal
Shadows bearing the Mark of the Abyssal walk a path of darkness and oppose light itself, their influence a corrupting, warped one.
Abyssal Cloak
At Level 1, you gain the ability to conjure a cloak of shadow. You can do this an amount of times equal to your Occult bonus per Rest. You can only have one instance of an Abyssal Cloak conjured at once.
For 3 AP, you touch a willing target or object, and cloak them in shadow for 1 minute, granting them the Heavily Obscured condition. While you wear the cloak, you may choose any light within 10 feet of you and snuff it out for the duration of the ability.
From the Shadows
At Level 5, up to twice per turn, if you are invisible, your attacks deal an additional 2d6 Dark damage on hit.
Gift of the Seep
At Level 9, you can see through magical darkness with your Darkvision.
Additionally, when you kill an enemy with Killing Blow, you can choose to have the body dissolve into a thin black mist. When you kill an enemy in this way, you gain Vitality back equal to twice your Occult modifier.
Profanity Enwreathed
At Level 13, while you use your Abyssal Cloak, you can choose to be Invisible. While you are Invisible, you gain 5 Physical Defence, and 10 Dark Defence.
Harbinger of the Abyss
At Level 17, your mastery of the dark has changed you. You gain a number of benefits from this change.
You now know Erdelis, the abyssal language, if you did not before.
You regenerate 1 Vitality at the start of each of your turns, up to half of your maximum Vitality.
Your Death Saving Throw DC is reduced by 3.
When you survive a near death situation, your mark’s abyssal master rewards you with a permanent abyssal blessing. When you succeed a Death Saving Throw, you burst into abyssal blackness, and rapidly grow horns, spikes, and other erratic, random abyssal features. Below is a list of growths and their benefits. You cannot gain the same blessing twice. To gain a blessing at random, roll a d10. The result of the die corresponds with the order of the below list of blessings. If you land on a blessing you already have, reroll the d10.
Spiraling Horns: A set of erratic horns sprout from your head, and elsewhere upon your body. These horns may jut through your armor, out from the ends of your elbows, or anywhere else the blessing took its hold. You gain a +1 bonus to your AC for having these horns, as well as the ability to use them as a melee weapon.
Abyssal Horns - 3 AP - (Unarmed) Melee Attack - 5ft range - Strength - 1d8+STR Piercing damage on hit.
Hardened Flesh: Your flesh darkens, and your muscles contort. You feel stronger, and denser. Perhaps you have grown patches of scales in some places, or your skin has hardened like leather. You gain a +1 bonus to your AC, as well as a +1 bonus to your Constitution attribute.
Clawed Hands: Your hands sprout razor sharp claws. Their tips are sharp enough to shred flesh. You gain a powerful new unarmed attack as a result.
Abyssal Claws - 3 AP - (Unarmed) Melee Attack - 5ft range - Strength or Dexterity - 1d6+STR+DEX Slashing damage on hit.
Extra Digit: You gain an additional finger on one of your hands. It feels natural - helpful even. It will surely help you in fights to come. You gain a +1 bonus to your Dexterity attribute, as well as a +1 bonus to your Spell Save DC.
Excess Strength: Your muscles swell, and your physique changes with it. You feel monstrously strong. You gain a +2 bonus to your Strength attribute. If your Strength Attribute is lower than 22, you instead act as if you have 22 Strength.
Powerful Tail: You grow a tail. It acts as a balance, as well as a makeshift weapon. You gain a +1 bonus to Dexterity Saving Throws, as well as a new unarmed attack.
Abyssal Tail - 3 AP - (Unarmed) Melee Attack - 10ft range - Strength - 1d8+STR Bludgeoning damage on hit.
Dark Attunement: Your abyssal blessing touches your very essence, granting you deeper understanding of the dark, and magic. You gain a +2 bonus to your Occult attribute and an additional Attunement Slot.
Bestial Likeness: You sprout patches of fur, your teeth sharpen, and your features become more bestial and fierce. You gain a +3 bonus to Intimidation checks, and a +1 bonus to your Arcane, Divine and Occult saving throws.
Shadowy Wings: Your back makes way for a pair of black wings. You gain flight equal to your Movement.
Unnatural Vitality: Your body has a keen and vigorous life to it. Your wounds close themselves, and you are stouter than before. You regenerate 2 Vitality at the start of each of your turns, up to your maximum Vitality, and you gain a +1 bonus to your Constitution attribute.