Hollowbound (5e Class)

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Hollowbound[edit]

Hollowbound.jpeg

The Hollowbound is a knight of chosen submission — one who has opened themself to a presence beyond mortal comprehension, and emerged transformed. Unlike those who bargain with gods or demons for favors, the Hollowbound gives freely: their pain, their resolve, their form — all offered to a patron known only as an Echo. In return, they are reshaped by devotion.

Echoes are not gods nor devils, but shadows of feeling: vengeance that remembers love, ruin that longs to be seen, silence that wishes to speak. To bind with one is not to control it, but to be claimed. The Hollowbound becomes a vessel — not out of weakness, but out of unwavering will. They do not fear being possessed. They become something beautiful in being possessed.

Every Echo leaves a mark. Some fill the Hollowbound’s dreams with whispers; others draw them to sacred ruins or cursed battlegrounds. These beings do not give commands — they invite conversation. Through ritual, battle, and longing, the Hollowbound learns to hear their patron more clearly, to feel their will in the marrow of their bones.

On the battlefield, the Hollowbound channels this connection into a devastating blend of martial and mystical power. They fight not as champions of righteousness or chaos, but as offerings in motion — each strike a prayer, each wound a vow. Through their Infernal Gifts, they shape space, curse enemies, and endure pain that would break lesser warriors.

To be Hollowbound is to accept that power can come through surrender. That devotion — when freely given — can become strength unbreakable. In this way, they walk the world as both blade and altar, never alone, ever listening.

Quick Build

You can make a Hollowbound quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Haunted One background.

Class Features

As a Hollowbound you gain the following class features.

Hit Points

Hit Dice: 1d12 per Hollowbound level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Hollowbound level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Daggers, whips, sickles, longswords, glaives
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from: Arcana, Insight, Intimidation, Persuasion, Religion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Hollowbound

Level Proficiency
Bonus
Features
1st +2 Pact Initiation, Hollow Channel 4d8 3
2nd +2 Sinbound Invocation 4d10 4
3rd +2 Hollow Form, Patronal Claim 5d12 5
4th +2 Ability Score Improvement 6d12 6
5th +3 Voice Within 7d12 6
6th +3 Sinbound Invocation (2) 8d12 6
7th +3 Pact Initiation feature 9d12 7
8th +3 Ability Score Improvement 10d12 7
9th +4 Sinbound Invocation (3) 11d12 7
10th +4 Hollow Halo 12d12 8
11th +4 Pact Initiation feature 13d12 8
12th +4 Ability Score Improvement 14d12 8
13th +5 Sinbound Invocation (4) 15d12 9
14th +5 Shared Agony 16d12 9
15th +5 Body of Submission 17d12 9
16th +5 Ability Score Improvement 18d12 10
17th +6 Pact Initiation feature 19d12 10
18th +6 Sinbound Invocation (5) 20d12 10
19th +6 Ability Score Improvement 21d12 10
20th +6 Hollow Ascendant 24d12

Pact Initiation[edit]

At 1st level, you surrender your soul to one of seven demon lords, becoming their Hollowbound. Your body becomes a living conduit for their whispers and power. Choose one Patron of Ruin from the list below:

  • Lilith, the Thirsting Queen
  • Asmodeus, the Lord of Coils
  • Astaroth, the Dream Eater
  • Belphegor, the Silent Flame
  • Baal, the Blood Harbinger
  • Mammon, the Gilded Maw
  • Beelzebub, the Rotwomb

You gain a feature based on your chosen patron at 1st level. The patron also grants you access to unique subclass features at 3rd, 7th, 11th, and 17th level.

Hollow Channel[edit]

Also at 1st level, you learn to channel a portion of your patron's essence. As a bonus action, you can speak with your patron telepathically at all times and manifest their energy into a weaponized form. You can use your Devotion Dice to deal extra psychic or necrotic damage equal to your current Devotion Damage on a hit up to three times per turn.

You can use this ability a number of times equal to twice your Charisma modifier (minimum 2). You regain all uses after finishing a short or long rest.

Echo Affinity[edit]

  • New at 1st level*

Your connection to your patron's power enhances your ability to access Echoes. You may select Echo feats regardless of normal level restrictions. Additionally, when you gain a level in Hollowbound, you may choose to gain one Echo feat without expending a feat slot, even if you do not meet its level prerequisite.

Sinbound Invocation[edit]

At 2nd level, your skin bears the mark of your master. You gain one Sinbound Invocation of your choice. You gain additional invocations at 5th, 6th, 9th, 13th, and 17th level. You may swap one invocation each time you level up.

Hollow Form[edit]

At 3rd level, your patron molds your body into a more obedient vessel. Choose two of the following:

  • Your form becomes elastic and can squeeze through spaces as small as 1 inch.
  • You can hover 5 feet above the ground at all times.
  • You no longer require sleep, and dreams grant you advantage on all saving throws until your next rest.
  • You can climb walls and ceilings without checks or movement penalties.

Patronal Claim[edit]

At 3rd level, your patron makes their claim permanent. You gain your first major subclass feature based on the chosen demon. This includes a powerful passive, a once-per-rest feature, and you learn an additional invocation tied to your patron.

Voice Within[edit]

At 5th level, you can cast detect thoughts and suggestion at will, without components. If you concentrate on a creature for the full duration, you may impose two of the following:

  • Disadvantage on all saving throws for 1 minute
  • Paralyzed (no save) for 1 round
  • Frightened and charmed (no save) for 1 minute

Uses = Charisma modifier × 2 per long rest.

Hollow Halo[edit]

At 10th level, a spectral crown of your patron forms behind you. You gain immunity to psychic and necrotic damage. Whenever you use your Hollow Channel, you may teleport up to 30 feet before or after the attack and gain advantage on the attack roll. The damage dealt by Hollowbound becomes unhallowed damage, a form of pure, accursed energy that ignores resistance, immunity, or any effect that would reduce it.

Shared Agony[edit]

At 14th level, when a creature hits you with an attack, you may use your reaction to:

  • Deal psychic damage equal to twice your Devotion Dice
  • Teleport the attacker 30 feet in a random direction (Dex save = 8 + proficiency + Charisma for half damage and to resist teleport)

You may use this feature a number of times equal to your Constitution + Charisma modifier per long rest.

Body of Submission[edit]

At 15th level, once per long rest, you may allow your patron to act through you for 1 minute:

  • You are immune to all conditions and damage types except force damage.
  • You may use Devotion Dice on every attack and spell.
  • You gain temporary HP equal to twice your Hollowbound level at the start of each of your turns.
  • All creatures of your choice within 60 feet make Wisdom saves or become charmed or frightened (your choice) until your next turn.

Hollow Ascendant[edit]

At 20th level, you become a perfect vessel of apocalyptic might. You gain:

  • Your Charisma and Constitution scores increase by 4, to a maximum of 26.
  • You choose an additional Patron feature from any two other demon lords.
  • Once per long rest, you can cast power word kill without restrictions on HP and it ignores resistances, immunities, and death ward effects.
  • You no longer age, require sustenance, or can be permanently killed unless on your patron’s home plane.

Your soul is no longer yours—it is a throne. A weapon. A godseed.

Your soul is no longer yours—it is a throne.

Patron Features[edit]

Lilith, the Thirsting Queen[edit]

  • Siren’s Embrace: You gain advantage on all Charisma (Persuasion) and Charisma (Deception) checks.
  • Enthralling Touch (1/rest): You can touch a creature to charm it for 1 minute (Wisdom save DC = 8 + proficiency + Charisma). While charmed, the creature takes 4d10 psychic damage at the start of each of its turns.
  • Shadowstep: As a bonus action, teleport up to 30 feet to a space you can see in dim light or darkness.
  • Blood Pact: When you drop to 0 HP but not killed outright, you may expend a Devotion Dice to instead drop to 1 HP.
  • Dark Seduction (17th level): Once per long rest, you can cast dominate monster without using a spell slot.

Asmodeus, the Lord of Coils[edit]

  • Infernal Chains: You can conjure chains to restrain foes. As an action, target a creature within 60 feet. The target must succeed on a Dexterity saving throw (DC = 8 + proficiency + Charisma) or be restrained for 1 minute.
  • Hellfire Whip: Your whip deals an additional 2d12 fire damage.
  • Fiendish Resilience: You gain resistance to fire and poison damage.
  • Infernal Command: You can cast suggestion at will.
  • Dominion of Coils (17th level): You can cast hold monster once per long rest without a spell slot.

Astaroth, the Dream Eater[edit]

  • Dream Walker: You can cast sleep at will.
  • Nightmare Touch: Your melee attacks deal additional 2d10 psychic damage.
  • Oneiric Veil: You have advantage on saving throws against being frightened or charmed.
  • Dream Drain: You regain HP equal to half the psychic damage dealt.
  • Eternal Slumber (17th level): You can cast phantasmal killer once per long rest.

Belphegor, the Silent Flame[edit]

  • Silent Flame: Your fire spells ignore resistance.
  • Cinder Lash: Your whip or dagger deals 3d8 fire damage instead of necrotic.
  • Infernal Fury: When you cast a fire spell, you may add your Devotion Dice to the damage.
  • Flame Cloak: As a reaction, you can ignite yourself, dealing 10d10 fire damage to enemies within 10 feet once per short rest.
  • Eternal Ember (17th level): You gain immunity to fire damage and can cast fire shield at will.

Baal, the Blood Harbinger[edit]

  • Feast of Ruin: When you reduce a creature to 0 HP, you regain temporary hit points equal to twice your Hollowbound level. Enemies within 10 feet take 6d8 necrotic damage.
  • Blood Mark: You may mark a target to deal extra necrotic damage equal to your Devotion Dice.
  • Vampiric Thirst: You regain HP equal to necrotic damage dealt.
  • Blood Puppet: You can cast dominate person once per long rest.
  • Harbinger’s Call (17th level): You may cast circle of death once per long rest.

Mammon, the Gilded Maw[edit]

  • Gilded Shackles: You may curse up to 3 targets, halving their speed and imposing disadvantage on attacks and saves for 1 minute.
  • Golden Tongue: You gain proficiency and expertise in Persuasion.
  • Coin of Corruption: You can bribe or corrupt with a mere gesture; creatures charmed or frightened by you have disadvantage on saving throws.
  • Greed’s Grasp: Once per short rest, you may force a creature to drop its held items.
  • Maw’s Dominion (17th level): You can cast geas once per long rest.

Beelzebub, the Rotwomb[edit]

  • Hive Mind: You can control up to 20 swarm creatures telepathically.
  • Womb of Decay: You create a 20-foot radius area that deals 8d8 poison damage and imposes disadvantage on attacks.
  • Rotting Aura: You gain resistance to poison and immunity to disease.
  • Insectile Swarm: Once per long rest, summon a swarm of rotlings to attack.
  • Rotwomb’s Grasp (17th level): You can cast insect plague once per long rest.

Sinbound Invocations[edit]

At 2nd level and beyond, you gain access to Sinbound Invocations — eldritch gifts granted by your patron. You learn one invocation at 2nd level, and additional ones at 5th, 9th, 13th, and 17th level. You may swap one invocation each time you level up.

Some invocations require a minimum Hollowbound level or a specific patron.

  • Note:* For Echo feats, see Echoes (5e Feat) to view and choose the Echo feats you qualify for, made easier by your Echo Affinity feature.

Invocation List[edit]

  • Abyssal Lash (Prereq: 5th level)

Your whip or dagger crackles with hellish energy. Once per turn, when you hit a creature with a weapon attack, you deal extra 4d12 necrotic damage. If the target is below half its hit points, this damage doubles.

  • Chains of Obedience

As an action, you conjure spectral chains that bind one creature within 60 feet (Strength saving throw DC = 8 + proficiency + Charisma). On failure, the target is restrained and can’t move or attack for 2 rounds. You can maintain the chains concentration-like up to 1 minute. While restrained, the target takes 3d10 psychic damage at the start of each of its turns.

  • Corrupted Seduction (Prereq: Lilith)

You emanate a dark allure. You can cast suggestion at will (no components). Creatures charmed by this effect take 5d8 psychic damage when the charm ends.

  • Devouring Whispers

You may cast dominate person once per long rest. When controlling a target, you may use a bonus action to deal 5d10 psychic damage to it.

  • Eldritch Pheromones (Prereq: 9th level)

Your presence is intoxicating and suffocating. You gain advantage on all Charisma checks and saving throws. Once per long rest, you can force all creatures within 30 feet to make Wisdom saves or be charmed and frightened for 1 minute.

  • Ethereal Submission

As a reaction when hit, you may become intangible until the start of your next turn, causing the attack to miss. You can use this a number of times equal to your Charisma modifier per long rest.

  • Feast of Ruin (Prereq: Baal)

When you reduce a creature to 0 HP, you regain temporary hit points equal to twice your Hollowbound level. Additionally, nearby enemies (within 10 feet) take 6d8 necrotic damage.

  • Forbidden Chains (Prereq: Asmodeus)

You summon unbreakable infernal chains. As an action, target up to three creatures within 60 feet. Each must succeed on a Dexterity saving throw or be chained and paralyzed for 1 minute. Creatures can repeat the save at the end of their turn. While chained, they take 4d12 fire damage each turn.

  • Gilded Shackles (Prereq: Mammon)

You may touch an object or creature to curse it. The cursed target’s speed is halved and it suffers disadvantage on attack rolls and saving throws for 1 minute. You can maintain curses on up to 3 targets simultaneously.

  • Hive Mind (Prereq: Beelzebub)

You may telepathically control up to 20 swarm creatures within 60 feet. You gain resistance to poison and immunity to disease. Once per long rest, you can summon a swarm of rotlings to attack in a 30-foot radius (use swarm of insects stats).

  • Insatiable Hunger

You may sacrifice your own HP (up to half your max) to deal double that amount as psychic damage to one creature within 60 feet. You can do this a number of times equal to your Constitution modifier per long rest.

  • Infernal Fury (Prereq: Belphegor)

When you cast fire damage spells, you may add your Devotion Dice to damage. Once per short rest, as a bonus action, ignite your entire body—any creature within 10 feet takes 10d10 fire damage (Dex save for half). You take no damage.

  • Iron Will (Prereq: 13th level)

You have advantage on all saving throws against charm, fear, and possession. You may end one effect on yourself as a bonus action.

  • Mark of the Thrall (Prereq: 17th level)

You may mark one creature as your thrall. While marked, they have disadvantage on all saving throws and attack rolls against you and your allies. You deal triple damage to marked targets.

  • Shadowbind

You can teleport up to 60 feet to a space you can see as a bonus action. After teleporting, your next attack deals an additional 6d10 psychic damage and stuns the target until the start of your next turn.

  • Voice of the Abyss

You can cast fear at will. Targets failing the save are frightened for 1 minute and take 5d10 psychic damage at the start of their turns.

  • Whispered Command (Prereq: 7th level)

Once per long rest, you may command up to five creatures to act without reaction for 1 minute. They are compelled to obey your spoken or telepathic commands. You can end this effect early as a bonus action.

  • Womb of Decay (Prereq: Beelzebub)

You cause the ground within 20 feet to rot and fester. Enemies starting their turn in this area take 8d8 poison damage and have disadvantage on attack rolls. The area lasts 1 minute and counts as difficult terrain.

  • Zeal of the Bound

When you take damage, you can use your reaction to gain temporary HP equal to the damage taken and deal the same amount as psychic damage to the attacker. You may do this a number of times equal to your Charisma modifier per long rest.

Infernal Rites[edit]

You may learn Infernal Rites as you level up. To activate a rite, you must expend Devotion Dice (Hollow Points) equal to the cost listed next to the rite. You have a pool of Devotion Dice equal to your Devotion Damage (see Hollowbound Table).

Rite Description Cost (Devotion Dice)
Shadow Lash Your whip or eldritch glaive deals an extra 2d12 necrotic damage and has reach of 15 feet for 1 minute. 3
Wailing Chains You summon spectral chains that restrain up to two targets within 60 feet (Dex save DC 8 + Prof + Cha negates). Lasts 1 minute or until concentration breaks. 4
Haunting Presence Enemies within 10 feet have disadvantage on attack rolls and saving throws against fear and charm effects for 1 minute. 2
Devouring Gaze As an action, you target one creature within 60 feet to make a Wisdom saving throw or take 6d10 psychic damage and be stunned until end of next turn. 5
Echoing Scream You emit a scream causing all enemies within 30 feet to make a Constitution save or be deafened and frightened for 1 minute. 3
Spectral Step You teleport up to 60 feet to an unoccupied space you can see. 2
Bloodletting Curse Curse a target so they take extra necrotic damage equal to your Charisma modifier on all damage rolls for 1 minute. 3
Unholy Resilience Gain temporary HP equal to your Hollowbound level + Charisma modifier. Lasts 10 minutes. 2

Devotion Dice Usage and Management[edit]

  • Your Devotion Dice pool is equal to your current Devotion Damage value as shown in the Hollowbound Table.*
  • You regain all Devotion Dice after a long rest.*
  • To use any Infernal Rite or other class feature requiring Devotion Dice, you must expend the stated number of dice.*

For example: - To use "Devouring Gaze," you must spend 5 Devotion Dice. - To activate "Shadow Lash," you spend 3 Devotion Dice. - Using Hollow Channel’s extra damage three times in a turn costs no additional dice beyond the uses per rest.

Plan your dice usage carefully to maximize your control over battlefield and damage output.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hollowbound class, you must meet these prerequisites: Charisma 13 and Constitution 13. You must also have entered into a binding pact with a Hollow patron, whether willingly or through a supernatural event.

Proficiencies. When you multiclass into the Hollowbound class, you gain the following proficiencies: Simple weapons, one skill from the Hollowbound class list, and Hollow Script (a unique written language of voidmarks and sigils).

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