Vessel, Hollow Knight (5.5e Class)

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Vessel (Hollow Knight, 5.5e Class)[edit]

A cloaked figure wearing a horned helmet that covers their whole face walks along the road. Sensing danger, they spin around, summoning a large black spirit with white eyes that flies down the road, and through a troop of stealthy bugbears about to accost them. Drawing their weapon, a silvery-white nail shaped blade with strange markings all along it, the figure suddenly leaps forward, enveloped in shadow. Before anyone can react, they've jumped into the air, swinging down at a bugbears head. As it barely blocks it with its shield, the figure suddenly slams down into the ground, sending two shock waves out, decimating the troop. As the last one turns tail and runs, the figure sends out the same spirit as before, felling the bugbear.

The Vessel[edit]

A Vessel is not born, but made. They are crafted, made from dead bodies filled with void. Vessels are most often crafted for the sole purpose of, as their name suggests, containing something. The sheer emptiness the void inside provides makes them the perfect mobile prison, although nearly impossible to create. Trained solely in the art of the Nail, with their only other weapon being the ability to absorb and utilize SOUL from other beings, they may seem innocuous at first, but are immensely powerful.

Creating a Vessel[edit]

Something to think about when creating a Vessel is for what purpose they were created. Were they made to contain something, or were they made because someone wanted a servant that could not rebel? And how did you reach the adventuring life? Were you sent along this adventure at the command of your creator, or did you escape their clutches? Are you servant to a sole purpose, or have you forgotten it perhaps?

Quick Build

You can make a Vessel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the (To be determined) background.

Class Features

As a Vessel you gain the following class features.

Hit Points

Hit Dice: 1d5 per Vessel level
Hit Points at 1st Level: 5 + Constitution modifier
Hit Points at Higher Levels: 1d5 (or 3) + Constitution modifier per Vessel level after 1st

Proficiencies

Armor: None
Weapons: Nails
Tools: (5.5e Classes don't give Tool Proficiencies)
Saving Throws: Dexterity and Charisma
Skills: Choose Two: Acrobatics, Arcana, Athletics, History, Intimidation, Investigation, Perception, or Stealth.

Equipment

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

  • Old Nail (Martial Melee Weapon, 1d6 - 1/2 ability modifier Slashing, Finesse, Mastery Property Sap, 5 lb., 3 GP, See Hollow Knight for style)
  • Vessel's Cloak (Traveler's Clothes, see Hollow Knight for style)
  • Pale Mask (Worn on head, covers whole head, see Hollow Knight for style)
  • If you are using starting wealth, you have 0 geo (GP) in funds.

Table: The Vessel

Level Proficiency
Bonus
Features
1st +2 Empty Inside, Jumping, jumping, jumping high, POGO!, SOUL Catcher, Unarmored Defense
2nd +2 Vengeful Spirit, Mothwing Cloak
3rd +2 Vessel Subclass, Mantis Claw
4th +2 Ability Score Improvement, Dash Slash
5th +3 Quick Slash, Dream Nail, Nail Smithing
6th +3 Howling Wraiths, Crystal Heart
7th +3 Desolate Dive
8th +3 Ability Score Improvement, Mark of Pride
9th +4 Subclass Feature
10th +4 Shade Soul, Dream Gate
11th +4 Monarch Wings
12th +4 Ability Score Improvement, Great Slash
13th +5 Subclass Feature
14th +5 Descending Dark, King's Brand
15th +5 Abyss Shriek, Shade Cloak
16th +5 Ability Score Improvement, Cyclone Slash
17th +6 Subclass Feature, Awoken Dream Nail
18th +6 Shaman Stone
19th +6 Ability Score Improvement, Epic Boon (NOT THE ABILITY SCORE IMPROVEMENT THAT IS AN ERROR)
20th +6 Hollow Knight

Level 1: Empty Inside[edit]

The Perfect Vessel has no mind to think, no will to break, no voice to cry suffering. Such a vessel could be called pure. In pursuit of this, the SOUL of your body has been removed, and your body instead animated with a mysterious substance called Void. As such, your creature type becomes Humanoid (Voidfilled). (maybe adv on int wis cha(?) st)

Level 1: Jumping, jumping, jumping high[edit]

For some reason you can jump really high from a standstill. I dunno why, ask Team Cherry. As such, your High jump now goes the full distance regardless of if you moved before or not.

Level 1: POGO![edit]

POGO!!!! You can attack while in the air, both normally and above and below you without any penalties while using a Nail. If you hit something below you like this, they can't make opportunity attacks against you for the rest of your turn, and this bounces you up 2 more feet into the air.

Level 1: SOUL Catcher[edit]

As a Vessel (hopefully) devoid of emotions and SOUL to call your own, you can rip the SOUL from opponents while hitting them with a Nail. When you do damage to a creature with a SOUL using a Nail, you gain 11 SOUL. You can store up to a maximum of 99 SOUL. SOUL can be used for a multitude of things, including one listed below. If something that uses SOUL requires a save DC, it is equal to 8 + your Wisdom modifier + your Proficiency Bonus.

FOCUS[edit]

"Higher beings, these words are for you alone.
Your great strength marks you amongst us. Focus your soul and you shall achieve feats of which others can only dream."
As an Action, you may focus SOUL, using 33 SOUL to regain 1d4 Hit Points. After using FOCUS on a turn, you may use it again as a Bonus Action on the same turn.

Level 1: Unarmored Defense[edit]

As a Vessel, you are capable of noticing subtle clues as to when enemies attack and with what, and as such, have an AC equal to 10 + your Dexterity modifier + your Wisdom modifier while not wearing armor.

Level 2: Vengeful Spirit[edit]

Conjure a spirit that will fly forward and burn foes in its path
As an Action, you may expend 33 SOUL to summon a white spirit with black eyes that will fly forwards in a direction of your choice until stopped by an object that does not break. Any creature or object in its path must make a DEX save or take 3d6 + your Wisdom modifier Force damage.

Level 2: Mothwing Cloak[edit]

Cloak threaded with mothwing strands. Allows the wearer to dash forwards along the ground or through the air.
As a Bonus Action on your turn, you may use the Cloak to dash forward 10 feet while on the ground or in the air. When you use the POGO! Feature to attack downwards, and hit, any Bonus Actions used this turn for this feature are replenished.

Level 3: Vessel Subclass[edit]

At 3rd level, you gain a Vessel subclass of your choice. Master of Charms, Grimm Friend, Pure Vessel, and Void of Heart subclasses are detailed at the end of the class description. A subclass is a specialization that grants you features at certain Vessel levels. For the rest of your career, you gain each of your subclass' features that are of your Vessel level or lower.

Level 3: Mantis Claw[edit]

Claw carved from bone. Allows the wearer to cling to walls and jump off them.
You may cling to a wall nearby you. This allows you to jump off of it using either High jump or Long jump, both at full distance. While not on the ground and clinging to a wall, you move down 5 feet at the end of your turn until on the ground. You may also use the Mothwing Cloak feature for free off of a wall you are clinging to. You may cling to a wall at any time, including during movement, using the Mothwing Cloak feature, jumping, or anything else. You must be within 5 feet of a wall to cling to it.

Level 4: Ability Score Improvement[edit]

You gain the Ability Score Improvement feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify. You gain this feature again at Vessel levels 8, 12, and 16. (5.5e standardized a lot of things into feats.)

Level 4: Nail Arts[edit]

You have begun learning the ancient Nail Arts, powerful techniques that need to be readied before use. You can either use a Bonus Action or spend 20 feet of movement to charge up a Nail Art. The charge is lost if you take damage, or when you use a Nail Art you know. You must have a Nail Art charged to use one, and be holding a Nail. If a Nail Art requires a save DC, it is equal to 8 + your Dexterity modifier + your Proficiency Bonus. You know the following Nail Art.

Dash Slash[edit]

Strike ahead quickly after dashing forward.
When using the Mothwing Cloak, you may swing your Nail in a wide arc at any point during the movement, ending it early. Each creature up to 10 feet in front of you and 5 feet behind you and to the sides must make a DEX save or take two attacks worth of your Nail's damage. On a successful save, they take half as much.

Level 5: Quick Slash[edit]

Born from imperfect, Discarded nails that have fused together. The nails still long to be wielded.
You have found an ancient charm that increases the speed at which you can use your Nail. While using a Nail, you may make two attacks with the attack action. You may also make an attack with your nail as a Bonus Action, but it does not add the weapon's ability modifier to its damage.

Level 5: Dream Nail[edit]

Allows the wielder to cut through the veil between dreams and waking. Can be used to reveal hidden dreams or open gateways. You have found an ancient talisman that can allow you to read creatures thoughts and dreams. As an Action, you may make an attack with the Dream Nail, using Wisdom as your ability modifier. On a hit, you gain 33 SOUL, and you learn what is most on the target's mind right now.

Level 5: Nail Smithing[edit]

You have learned the ancient art of Nail Smithing. During a Long Rest, you may upgrade a Nail from one tier of Nail to the next using Smith's Tools, provided you have a certain proficiency bonus, and materials required. More details are listed below. (Magical ore is up to the DM as to specifics.)

-Old Nail → Sharpened Nail. Requires Proficiency Bonus of +3 or higher and 250 geo (GP)
Sharpened Nail has all of the stats of the Old Nail, but instead does 1d6 Slashing damage.
-Sharpened Nail → Channeled Nail. Requires Proficiency Bonus of +4 or higher and 800 geo (GP) plus one piece of magical ore.
Channeled Nail has all of the stats of the Sharpened Nail, counts as a +1 magical weapon, and does 1d8 Slashing damage.
-Channeled Nail → Coiled Nail. Requires Proficiency Bonus of +5 or higher and 2000 geo (GP) plus two pieces of magical ore.
Coiled Nail has all of the stats of the Channeled Nail, counts as a +2 magical weapon, and does 1d10 Slashing damage.
-Coiled Nail → Pure Nail. Requires Proficiency Bonus of +6 or higher and 4000 geo (GP) plus three pieces of magical ore.
Pure Nail has all of the stats of the Coiled Nail, counts as a +3 magical weapon, and does 2d8 Slashing damage. In addition, a creature with immunity to Slashing damage instead takes half damage from the Pure Nail, and the Pure Nail ignores resistance to Slashing damage.

Level 6: Howling Wraiths[edit]

Blast Foes with screaming SOUL.
As an Action on your turn, you may expend 33 SOUL to force each creature in a 15 foot square centered on you that extends 20 feet into the air must make a Constitution saving throw three times. For each failed save, a creature takes 1d6 Thunder damage and 1d6 + your Wisdom modifier Force damage. A creature does not take damage on a successful save.

Level 6: Crystal Heart[edit]

The Crystal's energy can be channeled to launch the bearer forward at dangerous speeds
You have found a crystal containing immense energy. As an Action on your turn you can charge up the Crystal Heart. While charging, small magenta crystals will appear in the ground you are standing on, or the wall you are clinging to. You can maintain this charge indefinitely until hit. If clinging to a wall while charging using the Mantis Claw feature, you do not slide down, and instead remain in place. You cannot move or take actions while charging the Crystal Heart. Before the end of the first turn charging it, the charge can be dismissed. Otherwise, it cannot be dismissed. Once it is charged, you may release the charge to move horizontally forward 30 feet at the end of every turn. While traveling in this manner, you do not fall towards the ground, and a large magenta trail follows you (See Hollow Knight). The charge may only be released on your turn. Movement in this manner imposes disadvantage on all attacks against you. At any time while moving in this manner you may cancel the movement, ending it completely. When you do so, you will fall at a normal rate afterwards. Should you run into a wall, during this movement, you do not take any damage, and instead cling to the wall for the rest of that turn, not moving down at the end of it as you would with the Mantis Claw Feature. You may then use the Mantis Claw feature to continue to cling to it. If you instead run into a creature, you take 1d6 bludgeoning damage and the movement is ended, following the same rules as canceling it prematurely.

Level 7: Desolate Dive[edit]

Strike Foes with a concentrated force of SOUL
As an Action on your turn, you may expend 33 SOUL to dive downwards until you hit the ground. Movement in this manner does not provoke opportunity attacks. When you hit the ground, each creature within 20 feet of you must make a DEX save or take 4d6 Force damage, or half as much on a successful save. Creatures within 5 feet of you also take 3d6 Bludgeoning damage. Until the end of the round that Desolate Dive was used on, you have resistance to all damage types.

Level 8: Mark of Pride[edit]

Greatly Increases the range of the bearer's nail.
Nails you wield have the reach property.

Level 10: Shade Soul[edit]

Conjure a Shadow that will fly forward and burn foes in its path.
The Vengeful Spirit feature now does 3d6 Force Damage + 3d6 + your Wisdom modifier Necrotic damage on a failed save, just your Wisdom modifier worth of necrotic damage on a succesful one.
It also passes through objects that did not break from it. It now is black with white eyes instead of white with black eyes.

Level 10: Dream Gate[edit]

Allows the wielder to travel instantly through dream
You may perform a 1-minute ritual while holding the dream nail to create a "Dream Gate" at the location where the ritual was preformed. There may only be one such Dream Gate at any one time. At a later time as an Action, you may teleport back to the Dream Gate. If someone hits you with an opportunity attack in response, the teleportation fails. Locations disconnected from dream cannot be teleported from, nor can a Dream Gate be placed there.

Level 11: Monarch Wings[edit]

Wings of ethereal matter that shimmer in the darkness.
You have obtained the Monarch Wings, which are invisible until used. They can be used to perform a high jump while in mid-air once before landing on the ground again. When used, the six feather like wings can be seen flapping once as one, and provide dim light out to 5 feet. Using the POGO! feature to hit an enemy below you restores the use of this feature, as does clinging to a wall using the Mantis Claw or Crystal Heart features.

Level 12: Great Slash[edit]

Unleashes a huge slash directly in front of you which does extra damage to foes.
You have learned the Great Slash Nail Art. As an action, you may make an attack using a Nail. On a hit, it is automatically a critical hit. Creatures within 5 feet of you in front of you must also make a Dexterity saving throw or take one roll of the Nail used for this Nail Art's damage die[ce] worth of Slashing damage.

Level 14: Descending Dark[edit]

Strike the ground with a concentrated force of SOUL and Shadow.
Desolate Dive now envelopes you in shadow when used. In addition, creatures within 10 feet of you must make another save, or take 3d6 necrotic damage in addition to any other. The first save also does an extra 2d6 of necrotic damage. For that round, you also have immunity to Radiant, Necrotic, and Force Damage.

Level 14: King's Brand[edit]

Ancient places shall open before its bearer.
You have been marked by the King's Brand. You are now capable of traversing through any dimension without suffering ill effects, and can cast the Knock spell with no components and no sound emanating when cast once before finishing a long rest. This can open any door, even ones that would be otherwise resistant to the Knock spell

Level 15: Abyss Shriek[edit]

Blast foes with screaming SOUL and Shadow
Howling Wraiths now contains black wraiths in it as well as white ones. There are now four saves required to be made, it extends another 5 feet outwards in every direction, and each save does 2d6 Thunder damage and 2d6 + your Wisdom modifier Necrotic damage on a fail, or just the necrotic on a success.

Level 15: Shade Cloak[edit]

Cloak formed from Void and Shadow. Allows the wearer to dash through enemies and attacks without taking damage.
Once per turn when using Mothwing Cloak, the movement does not provoke opportunity attacks, and can be used to move through enemies. After using it, you have resistance to necrotic damage until the end of the round.

Level 16: Cyclone Slash[edit]

A spinning attack that rapidly damages foes on all sides.
You have learned the Cyclone Slash Nail Art. As an Action, you may force each creature within 10 feet of you to make a Dexterity saving throw or take 4 rolls of your Nail's damage die[ce] worth of Slashing damage. On a succesful save, they take half as much.

Level 17: Awoken Dream Nail[edit]

The Power of the Dream Nail has fully awoken, allowing entry into certain protected memories.
When using the Dream Nail to read someones mind, it works even if they are immune to having their mind read. You may also probe deeper into their mind as if using the Detect Thoughts spell, with similar effects.

Level 18: Shaman Stone[edit]

Said to contain the knowledge of past generations of shamans.
You have found the Shaman Stone, which increases effectiveness of certain features that consume SOUL as listed below.
-Shade Soul now does an extra 1d6 force and necrotic damage, and now hits creatures within 5 feet of the line, not just ones in the line. -Abyss Shriek now does an extra 1d6 Thunder and necrotic damage per save. -Descending Dark now does an extra 1d6 necrotic damage on everything. (both saves and the bludgeoning damage).

Level 19: Epic Boon[edit]

You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify. Boon of the Night Spirit recommended.

Level 20: Hollow Knight[edit]

You have became the Hollow Knight, the perfect Vessel. Whenever you reduce a creature to 0 hp, you may absorb all of its SOUL, permanently raising the amount of SOUL you can obtain by 1/2 the creatures maximum hit points up to a maximum of 132. The Quick Slash feature no longer lets you attack as a Bonus Action, instead giving you two extra attacks with your nail when you take the attack action. As a Reaction to a melee attack hitting against you, you may attempt to parry it, adding your Proficiency Bonus to your AC. If the attack misses because of this increase to AC, you may make a melee weapon attack against the attacker with your Nail with advantage. You may also cast the Misty Step spell at will with no material components.

Master of Charms[edit]

Along your travels, you have collected multiple "Charms" that you can use to provide benefits to yourself.

Level 3
First Charms

Choose one of the following charms to have equipped. You may switch out which one you have equipped at the end of a long rest.
-Dashmaster: Your Mothwing Cloak feature no longer requires a Bonus Action to be used, but can be only be used a number of times per turn equal to your proficency bonus (regain one use upon using POGO! to hit an enemy below you or when you cling to a wall using the Mantis Claw or Crystal Heart features.)
-Grubsong: Upon taking damage, gain 15 SOUL
-Lifeblood Heart: Upon finishing a Short or Long Rest (including when switching to this charm) gain 2d5 + two times your Constitution modifier Temporary Hit Points.
-Defender's Crest: You emanate a "Heroic odour" (You are stinky). Creatures of your choice within 5 feet of you must make a Constitution save (Save DC 15) or take 1 poison damage.

Level 9
Stronger Charms

Choose one of the following charms to have equipped. You may switch out which one you have equipped at the end of a long rest.
-Stalwart Shell: You can only be damaged once per turn.
-Thorns of Agony: When you take damage, each creature within 5 feet of you must make a Dexterity save (Save DC 13) or take 2d8 Piercing damage.
-Fury of the Fallen: While at 10 or less Hit Points, add two times your Proficiency bonus to any damage you deal with your Nail or Nail Arts.
-Carefree Melody: When you would take damage, instead roll a d20. On a 1–(19-number of times you've taken damage before this charm activates (reset to 0 when charm activates)), take damage as normal. Otherwise, you do not take any damage. Thorns of Agony still triggers on a successful use of this charm. Stalwart Shell still prevents you from taking damage from later sources this turn when this charm activates successfully.

Level 13
SOUL Charms

Choose one of the following charms to have equipped. You may switch out which one you have equipped at the end of a long rest.
-Quick Focus: You may use FOCUS normally as a Bonus Action. If you instead use it as an Action, you may use up to 66 SOUL (From the first use) to regain 2d4 Hit Points. You may also Focus as a Reaction to someone's turn ending.
-Soul Eater: Gain 8 additional SOUL on upon dealing damage with a melee weapon attack using a Nail or with your Nail Arts
-Dream Wielder: Dream Nail can be used as a Bonus Action, and gives you 66 SOUL instead of 33.
-Spell Twister: Vengeful Spirit, Howling Wraiths, and Desolate Dive all cost 24 SOUL instead of 33.

Level 17
Charm Master

You may choose one of the following charms to have permanently equipped, and only one.
-Hiveblood: At the end of your turn, regain 1d4 Hit Points.
-Kingsoul: At the end of every turn, gain 2 SOUL.
-Unbreakable Heart: Your Hit Point Maximum increases by 4d5 + 4 times your Constitution modifier while this charm is equipped.
-Unbreakable Strength: You have advantage on damage rolls on attacks with a Nail and your Nail Arts, and add your Proficiency bonus to their damage.
In addition, you may equip one extra charm from each of the previous features of this subclass, but in doing so causes you to be vulnerable to all damage types.

Grimm Friend[edit]

You have became acquainted with the nightmares of this world, and those who serve them. As such, you have been gifted an ally to assist you along your adventures.

Level 3
Grimmchild

You have a Grimmchild that follows you (Statblock at the end of subclass) and helps you in combat. It gives off a frightening presence, causing you to have advantage on Charisma (intimidation) checks. If something attacks you, something attacks Grimmchild, or if you attack something, Grimmchild becomes hostile towards it. Grimmchild is also hostile to those who would wish you harm or try to say, scam you, even if you cannot tell so. If you command Grimmchild using a Bonus Action, you can direct its next attack, tell it to be hostile towards something or someone, or to stop being hostile to something or someone. In combat, it takes its turn directly after yours, and will attack the nearest hostile target. If Grimmchild is ever more than 30 feet away from you, it will teleport back to within 15 feet of you, without provoking opportunity attacks. If Grimmchild is reduced to 0 hit points, it will disappear until you finish a Short or Long rest, at which point it will reappear within 15 feet of you with all of its hit points restored.

Level 9
Friend of Nightmares

You have immunity to the Frightened condition while Grimmchild is active, and are Invisible to those that are relying on Darkvision to see you.

Level 13
Scarlet Fire

You have immunity to Fire damage, and any Fire damage you take heals Grimmchild for that much. Your attacks do an extra 1d8 Fire damage.

Level 17
Nightmare Vessel

Grimmchild now uses the Nightmare Vessel statblock (detailed at the end of subclass) instead of the Grimmchild statblock.

Grimmchild Statblock:

Nightmare Vessel Statblock:

Pure Vessel[edit]

You are among the purest of vessels, truly being devoid of emotion, and trained more heavily in the usage of SOUL.

Level 3
No mind to think, no will to break, no voice to cry suffering.

You are immune to the Charmed and Frightened conditions. You have resistance to psychic damage. You gain proficiency in the Intelligence and Charisma saving throws. You are incapable of speech, and thus cannot cast spells with Vocal components.

Level 9
Enhanced Focus.

When you use FOCUS, you gain twice as much Hit Points as rolled on the dice. In addition, when you use FOCUS, instead of healing, you may force every creature in a 20 foot-radius sphere centered on yourself to make a Dexterity save or take 2d12 Force damage. On a successful save, they take half as much.

Level 13
SOUL Attacks.

You gain new ways to use SOUL as detailed below.
-Soul Daggers: As an action, you may expend 33 SOUL to make up to three ranged spell attacks using your Wisdom modifier + your Proficiency Bonus as the spell attack modifier as you summon and throw daggers made of a pale metal. Each dagger does 1d8 + your Wisdom modifier Force damage.
-Soul Pillars: As an action, you may expend 66 SOUL to leap or teleport up to 20 feet and up to 10 feet away from your starting position into the air (without provoking opportunity attacks) and come down within 5 feet of yourself, dealing 1d12 Slashing damage to any creature that gets caught in your dive. In addition, choose up to 8 points on the ground within 60 feet of you. Each creature within 5 feet of those points must make a Dexterity saving throw or take 2d12 Piercing damage as giant blades of a pale metal erupt 20 feet into the air from the ground. They then retract.

Level 17
God of Nothingness

You become empty of everything except Void, which is emptiness itself. You are immune to psychic damage. You automatically succeed on Intelligence, Wisdom, and Charisma saving throws. Every time you deal damage, you add an additional 1d10 necrotic damage.

Void of Heart[edit]

You are the chosen vessel of the Void.

Level 3
Creature of Darkness

You gain Darkvision out to 60 feet, which can see through magical darkness. You are invisible to those who are relying on Darkvision to see you. While in Dim light or Darkness, you can cast the Misty Step spell with no components, but may only teleport to Dim light or Darkness.

Level 9
Light Killer

You gain resistance to Radiant damage. Your attacks do an additional 1d8 necrotic damage to celestials.

Level 13
Void Heart

An emptiness that was hidden within, now unconstrained. Unifies the void under the bearer's will. You have obtained the Void Heart, which unifies the void under your will. As such, Humanoid (Voidborn) creatures now will not attack you, even if you attack them. Whenever you deal damage, you do an additional 1d6 necrotic damage. Your Misty Step granted by Creature of Darkness is now extended to 60 feet.

Level 17
Lord of Shades

You transform into a being of Void given Form (see Dream no More ending Hollow Knight), and gain the following properties: Your creature type changes to Fiend (Voidborn), you gain tendrils made of void that sprout from your back, and you gain immunity to necrotic damage. You also gain a flying speed of 30 feet that you can Hover with. Whenever you attack with your nail, the tendrils also attack, forcing the target to make a Wisdom saving throw (DC 8 + Wisdom modifier + Proficiency Bonus), dealing an additional 1d12 necrotic damage on a failed save. Your Mothwing Cloak now always has the benefits of Shade Cloak, and deals 1d6 necrotic damage to anything you pass through while using it.

Multiclassing[edit]

Warning: This class was not designed for multiclassing, and was intended to be used to play one of the vessels from Hollow Knight

Prerequisites. To qualify for multiclassing into the Vessel class, you must meet these prerequisites: Dexterity and Wisdom of 13 or higher.

Proficiencies. When you multiclass into the Vessel class, you gain the following proficiencies: Nails

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