Vessel, Variant (5e Class)

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Vessel[edit]

These powerful warriors are created in arcane rituals meant to bind the souls of powerful beings such as fiends, specters, and celestials to a mortal form. It is common for these individuals to lose themselves to the foreign soul inhabiting their body and becoming unrecognizable as mortal.

Creating a Vessel[edit]

Vessels are rarely willing participants in the binding ritual that grants their power. This is an important point to consider: how did you become a vessel. Were you pushed to be the sacrifice for a religious ceremony? Perhaps you were once used as a medium through which a demon could speak and terrorize the world. Maybe you were simply selected by a desperate phantom as an anchor to the mortal world.

Were you made into a vessel at an early age or were you groomed for it through a life of exaltation? Was it your choice to become a vessel, or was the role forced onto you? Have you embraced your otherworldly nature, or do you struggle to understand your place in life. These are all questions to consider when making your vessel character.

Quick Build

You can make a Vessel quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the Firebolt and True Strike cantrips along with the following 1st level spells: False Life and Burning Hands or Thunderwave.

Class Features

As a Vessel you gain the following class features.

Hit Points

Hit Dice: 1d8 per Vessel level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vessel level after 1st

Proficiencies

Armor: Shields
Weapons: Simple melee Weapons, Martial melee Weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from arcana, athletics, history, insight, intimidation, perception, persuasion, and religion.

Equipment

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

  • (a) a shield and a martial melee weapon or (b) two martial melee weapons
  • (a) an arcane focus or (b) {{{item2b}}}
  • (a) an explorer's pack and 10 gold pieces or (b) {{{item3b}}}
  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The Vessel

Level Proficiency
Bonus
Cantrips Known Spells Known Resonance Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 4 0 Spellcasting, Unarmored Defense 2
2nd +2 2 5 1 Bound Soul, Spiritual Resonance 3
3rd +2 2 6 1 4 2
4th +2 3 7 1 Ability Score Improvement 4 3
5th +3 3 8 2 Open Vessel 4 3 2
6th +3 3 9 2 Bound Soul Feature 4 3 3
7th +3 3 10 2 4 3 3 1
8th +3 3 10 2 Ability Score Improvement 4 3 3 2
9th +4 3 12 3 4 3 3 3 1
10th +4 4 13 3 4 3 3 3 2
11th +4 4 14 3 Open Vessel Improvement 4 3 3 3 2 1
12th +4 4 14 3 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 15 4 4 3 3 3 2 1 1
14th +5 4 16 4 Bound Soul Feature 4 3 3 3 2 1 1
15th +5 4 17 4 4 3 3 3 2 1 1 1
16th +5 4 17 4 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 18 5 Open Vessel Improvement 4 3 3 3 2 1 1 1 1
18th +6 4 18 5 True Bond 4 3 3 3 3 1 1 1 1
19th +6 4 19 5 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 20 5 Bound Soul Feature 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You siphon power from the foreign soul inhabiting your body to cast your spells.

Cantrips

At 1st level, you know two cantrips of your choice from the sorcerer spell list, along with two bonus cantrips, Mage Hand and Blade Ward. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vessel table.

Spell Slots

The Vessel table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the sorcerer spell list, and the Spectral Transformation spell.

The Spells Known column of the Vessel table shows when you learn more vessel spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn two new spells of 1st or 2nd level.

Additionally, when you gain a level in this class, you may choose one of the vessel spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your vessel spells, since the power you wield must be controlled through great willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a vessel spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your vessel spells.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Bound Soul[edit]

When you reach 2nd level, the foreign soul within you begins to manifest. These souls are as follows: the Specter, the Celestial, and the Fiend, all detailed at the end of class description. Your Bound Soul grants you additional features at 6th, 14th, and 20th level.

Spiritual Resonance[edit]

Beginning at 2nd level, you have developed a level of spiritual power. This power is represented by Resonance Points. Your Resonance Points are determined by your vessel level as shown on the Vessel table.

You may spend these points to utilize your Spiritual Resonance features. You start knowing three such features: Soul Tap, Resonant Guard, and Soul Ward. Your Open Vessel feature will also utilize your Resonance Points.

When you spend a Resonance Point, you lose that point until you complete a short or long rest, at the end of which, all of your Resonance Points are replenished.

Soul Tap

When making a spell attack with a sorcerer spell or cantrip, you may expend a Resonance Point to add your Wisdom modifier to the damage roll of the spell (Minimum of 1).

Resonant Grapple

You may spend 1 Resonance Point and expend your bonus action to make a grapple check with your spellcasting modifier instead of an Athletics (Strength) check.

Soul Ward

You may spend 1 Resonance Point and expend your reaction to grant yourself advantage on a saving throw you are forced to make.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sanctuary of Yore[edit]

Beginning at 5th level, as a bonus action using 2 resonance points, you recall the horrors of yore to psychologically repel others from a creature within 30’ of you. For 1 minute, concentration, any creature who targets the warded creature with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. In the end of the warded creature’s turn, if they dealt damaged that turn, increase the saving throw DC by 1. This effect stacks.

True Bond[edit]

Beginning at 18th level, your bond to your foreign soul has changed you beyond recognition. You only age 1 year for every decade that passes, you no longer require food or water, and you are immune to all disease and poison (Damage and condition). Additionally, depending on your foreign soul, you are considered one of the following rather than humanoid: Fiend (Fiend), Aberration (Specter), Celestial (Celestial).


Foreign Soul: Fiend[edit]

A fiendish soul has been bound to your own. This dark spirit is a relentless force of destruction.

Fiendish Form

Beginning at 2nd level, you grow claws and your skin grows leathery. Your unarmed attacks now deal 1d4 + STR modifier slashing damage (magical) and you are considered proficient in their use. Additionally, you gain 2 hit points and an additional hit point for every Vessel level from this point on.

Fiendish Vitriol

Beginning at 6th level, when you kill a creature, you may use your bonus action to make a single melee weapon or unarmed attack.

Blood Magic

Beginning at 14th level, during a short rest, you can consume the blood of a fresh corpse to replenish a single 3rd level spell slot. You may not use this feature to gain a spell slot beyond your spell slot limit. Additionally, you learn flame strike, however, this version of the spell deals necrotic damage rather than radiant. This does not count against your known spells.

Hellish Ascension

Upon reaching 20th level, you may take your action to change your form into that of a devilish being at the cost of 5 Resonance Points. For 1 minute, you gain the following benefits:

-Your movement speed increases by 10

-Your unarmed attacks now deal 1d10 + STR modifier slashing damage (magical) and if you take the attack action using your claws, you may make 2 attacks rather than 1. Additionally, you may make a single claw attack as a bonus action if you take your action to cast a Sorcerer spell or cantrip.

-You become resistant to slashing, piercing, and bludgeoning damage from nonmagical weapons that are not silvered.

You must complete a long rest to utilize this feature again.

Foreign Soul: Specter[edit]

The restless spirit of a deceased mortal has claimed you as its host. This spirit offers the knowledge of another life.

Eyes of the Dark

Starting at 2nd level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 1 resonance point or by expending a spell slot. If you cast it with resonance points, you can see through the darkness created by the spell.

Grave Magic

At 6th level, the foreign soul shares more of its unearthly knowledge and power. You may now use a bonus action instead of an action to cast the Spectral Transformation spell.

Phantom Ward

Beginning at 14th level, during a short or long rest, you may commune with the spirits and gain proficiency in any 1 saving throw which you are not already. You may choose a different saving throw upon completion of another long or short rest.

Embrace of Death

Upon reaching 20th level, you may take your action to cross the border between life and death at the cost of 5 Resonance Points. For 1 minute, you gain the following benefits:

-You gain resistance to all forms of damage other than radiant and force damage.

-You gain truesight with a 15 foot range.

-As an action, you may become incorporeal until the end of your current turn, allowing you to pass through creatures and objects as if they were difficult terrain. If you end your turn within an object or creature, you are forced into the nearest unoccupied space and take 2d10 force damage.

You must complete a long rest to utilize this feature again.

Foreign Soul: Celestial[edit]

An angelic soul is bound to yours. This caring spirit will share its restorative magics with you.

Heavenly Touch

Beginning at 2nd level, you gain the ability to heal with the touch of your hand. You gain a healing pool equal to 3 times your vessel level. As an action, you may touch a creature in melee range and heal it up to the maximum amount remaining in your pool. You may also spend 5 points to cure a creature of a single disease or poison. Your healing pool is replenished upon completion of a long rest. Additionally, you learn healing word and may treat it as a vessel spell. This does not count against your known spells.

Heavenly Soul

Beginning at 6th level, using your Heavenly Touch feature to heal another, you gain temporary hit points equal to 1/2 your vessel level.(Rounded up) These temporary hit points last 1 minute and do not stack. Additionally, you learn mass healing word and may treat it as a vessel spell. This does not count against your known spells.

Soulsinger

Beginning at 14th level, you may spend a short rest meditating to regain a single 3rd level spell slot. Additionally you learn mass cure wounds and may treat it as a vessel spell. This does not count against your known spells.

Heaven's Light

Upon reaching 20th level, you may take your action to fully bond with the celestial soul within you at the cost of 5 Resonance Points. For the next minute, you gain the following benefits:

-You may cast healing word at no spell slot cost as 2nd level spell for the duration.

-You regain 3 hit points at the beginning of every turn so long as you have at least 1 hit point.

-You suffer disadvantage with weapon and spell attacks for the duration. Additionally, your spell save DC is reduced by 3 when applied to spells that deal any sort of damage.

You regain the use of this ability upon completion of a long rest.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Vessel class, you gain the following proficiencies: Martial Melee Weapons, Simple Melee Weapons



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