Dark Vessel (5e Class)

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Dark Vessel[edit]

Seduced by the power that lies on the lower planes, some individuals seek for fiends, in order to make agreements, pacts. While some just exchange their souls or servitude for magical knowledge, others grant to the fiends the opportunity to leave their planes for some time, using their bodies as vessels for the fiendish spirits.

While the fiends enjoy the freedom given by the material plane, these pact makers, called Dark Vessels, gain the power of these fiends, mutating their bodies to gain the power of these powerful entities. This is a dangerous pact, since sometimes a fiend will take advantage of the body and seek to take control over it. But for such power, many believe to be a price worth paying.

Creating a Dark Vessel[edit]

When creating your dark vessel, think about this: What is your character doing with their power? Are they carrying out the fiendish legacy by slaughtering the innocent, or are they using their potential to rain judgement upon the wicked? What was their life like before they gained their new strength?

Quick Build

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

Class Features

As a Dark Vessel you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: choose two from Arcana, Deception, Insight, Intimidation, Perception and Religion

Equipment

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

  • (a) a spear or (b) a handaxe or (c) any simple weapon
  • a leather armor
  • a light crossbow and two daggers
  • (a) dungeoneer' pack or (b) explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Dark Vessel

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dark Binding, Fiendish Possession -
2nd +2 Taint, Corrupt Body 2 2
3rd +2 Paths of Corruption 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Paths of Corruption Feature 4 4 2
6th +3 Corrupt Transformation 5 4 2
7th +3 Paths of Corruption Feature 5 4 3
8th +3 Ability Score Improvement 6 4 3
9th +4 6 4 3 2
10th +4 Unholy Bargain 7 4 3 2
11th +4 Corrupt Transformation 7 4 3 3
12th +4 Ability Score Improvement 8 4 3 3
13th +5 8 4 3 3 1
14th +5 Paths of Corruption Feature 9 4 3 3 1
15th +5 Corrupt Transformation 9 4 3 3 2
16th +5 Ability Score Improvement 10 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Paths of Corruption Feature 11 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Unholy Bargain 12 4 3 3 3 2

Dark Binding[edit]

Starting at 1st level, you can forge pacts with creatures from the hell and from the abyss, allowing you to summon these creatures to inhabit your body for some time.

During a short or a long rest, you can draw a summoning circle on the ground around you, made out of your blood. You must meditate for 1 hour inside this circle (doing so during a short rest prevents you from getting the benefits of it). You gain the benefits of the dark binding after finishing the rest.

You must contact a fiendish entity, and forge a bond with it, which requires you to succeed on a Persuasion, Intimidation or Deception check against it. On a success, the fiend is bound to you, which leaves a mark of the personal glyph of that fiend on a chosen part of your body. You can have a number of bound fiends equal to your Charisma modifier (minimum of 1). You can end a bind with a fiend as an action.

After finishing the dark binding, you lose a number of hit dice equal to the hit dice of the fiend bound to you. If you have less hit dice than the amount of hit dice the fiend has, roll a number of d10 equal to the amount of hit dice the fiend has minus the number you have. You take damage equal to the amount rolled.

Your starting bound fiend is a creature with a CR of 1/4 or lower of your choice.

In addition, you learn how to speak, read and write in infernal and abyssal.

Fiendish Possession[edit]

Starting at 1st level, you can use your action to touch the fiendish glyph to summon the spirit of that fiend to your body. When you do so, your body starts to mutate, assuming the form of the chosen creature.

When you are possessed, you choose if your equipment disappear for the possession duration or if it remains in your body. You retain your Intelligence, Wisdom and Charisma scores, saving throws, proficiency bonus, skills and class features. You gain all the creature's trait.

You assume the fiend hit points (but not the Hit Dice). When you revert to your normal form, you return to the number of hit points you had before you transformed. If you drop to 0 hit points, you revert to your normal form, and any excess damage carries over to the normal form. In addition, you can't be possessed again by that demon until you finish a long rest.

When you use your action to summon the fiend, it will try to take over the control from you. You must succeed a Charisma saving throw against a DC equal 10 + the fiend Charisma modifier, or lose control to it. While out of control, the DM choose what actions it takes. You can, at the start of each of your turns, try to regain your control. You can't be controlled by that fiend again for the next 24 hours. Knowing the true name of that fiend give you advantage on this roll.

You can dismiss the summoned fiend as an action. Your fiendish form can't regain hit points by any means.

Spellcasting[edit]

Spellcasting

By the time you reach 2nd level, you have learned to use the magical power of pacts to cast spells, much as a warlock does.

Spell Slots

The dark 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 Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the dark vessel table shows when you learn more dark 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 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your dark vessel spells, since your magic draws on your attunement to nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark vessel spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Taint[edit]

Starting at 2nd level, the constant possession by fiends on your body started to corrupt you, changing and deforming your body. You have two such taints when you first gain this feature, and you can choose more at 5th, 9th, 13th and 17th levels. Also, whenever you gain a new taint, you can replace one old taint for a new one.

You can manifest only three of your taints at the same time. You loose the ability to manifest one taint for each fiend you become unable to summon.

When you gain the Unholy Bargain feature, you can manifest all your taints at the same time, while your Unholy Bargain fiend still is alive.

Paths of Corruption[edit]

Starting at 3rd level, you choose a path of corruption, that enhance your abilities to connect with fiends. You can choose the Abyssal Path, the Infernal Path or the Redeemed Path. The path you choose grants features at 3rd, 5th, 7th, 14th and 18th level.

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.

Corrupt Transformation[edit]

At 6th level, you can choose one attack of any bound form you have and use it while in your normal form. At 11th level you can choose any action that can be taken by a bound creature and use it while not possessed. At 15th level, you can choose one damage resistance.

Unholy Bargain[edit]

Starting at 10th level, you can now struck a deal with a powerful entity. You can choose a single creature with a CR equal to half your level (rounded up) to forge a Dark Pact with. You can only have one such creature at the same time bound to a pact.

Summoning and hosting this fiend is extremely taxing on you, and it can inhabit your body for a number of minutes equal to your level in this class, or until you dismiss it as an action. After finishing the summoning, you must make a Constitution saving throw with a DC equal to the fiend's CR, or suffer one level of exhaustion.

At 20th level, you can forge a dark pact with a even more powerful creature. You can now choose a single fiend with a CR equal to your level in this class. The possession lasts for 1 hour and you no longer suffer exhaustion from it.

List of Taints[edit]

Fiendish Attack

Choose one attack from any fiend you are bound to. As an action, you can use one Action on its statblock while not possessed. You can replace your Demonic Attack if you exchange your bound fiend for another one.

Demonic Claws

You deal 1d4 slashing damage with your unarmed strikes, and can use your Dexterity, instead of your Strength, for attacks and damage rolls with it. In addition, you gain a climbing speed of 20 feet.

Reflexive Wings

You can summon fiendish wings to prevent you from falling. As a reaction when you fall, you reduce 20 feet of fall damage.

Improved Darkvision

You gain darkvision up to a range of 60 feet. If you already have darkvision, you can see an additional 60 feet.

Shadow Walker

prerequisite: 5th-level

If you haven't moved on your turn, you can use your bonus action to teleport to a place of dim light or darkness within 15 feet of you. Doing so reduces your movement speed to 0 until the end of this turn.

Devil's Sight

prerequisite: 5th-level

You can see trough normal and magical darkness up to a range of 120 feet. If you have the darkvision trait, you gain additional 30 feet of range.

Unnatural Metabolism

prerequisite: 5th-level

You gain immunity to the poison damage and to the poisoned condition.

Demon Wings

prerequisite: 11th-level

While not wearing armor, you gain a flying speed of 20 feet. You can wear a light armor made to accommodate these wings, but any armor made specifically for that have four times the cost. You can also wear a specially made medium mithril armor.

Leather Skin

While not wearing armor, your AC equals 13 + your Dexterity modifier. In addition, you gain resistance to fire damage.

Fiendish Skin

prerequisite: Leather Skin, 11th-level

You gain immunity to fire damage, and resistance to cold and lightning damage.

Terror Strike

prerequisite: 5th-level

Once in each of your turns when you hit a creature with a melee attack, you can force the target to succeed on a Wisdom saving throw. On a failed save, that creature is frightened by you until the start of your next turn.

Thick Skin

Your AC increases in 1.

Magical Resistance

prerequisite: 17th-level

You have advantage on saving throws against spells and other magical effects.

Tainted Body

prerequisite: 17th-level

You gain resistance to nonmagical slashing, piercing or bludgeoning damage (choose one).

Abyssal Path[edit]

Abyssal Path Spells
Dark Vessel Level Spells
3rd burning hands
5th scorching ray
9th fireball
13th wall of fire
17th immolation

Starting at 3rd level, you emanate an aura of dread and terror. You can add twice your proficiency bonus in all your Charisma (Intimidation) checks.

At 3rd level, you gain the ability to unleash the dark energy of the abyss upon your enemies. Once in each of your turns, you can deal additional damage equal to 1d4. This damage increases to 1d8 if you are possessed. You can choose either poison, fire or necrotic as the damage type.

Both damage dice increase at 7th level (d6 and d10) and at 15th level (d8 and d12).

You can't deal additional damage if you are out of possessions.

Abyssal Reclaim

Starting at 7th level, when you are reduced to 0 hit points while being summoned, all creatures within 10 feet of you must succeed on a Dexterity saving throw, or take necrotic, fire and poison damage equal to your proficiency bonus, and become poisoned for 1 minute. On a success, the creatures take half damage and don't become poisoned. A poisoned creature can make a Constitution saving throw at the start of each of its turns to end the effect.

At 17th level, an abyssal cloud lingers on the area for the next minute. You are immune to this cloud.

Fiendish Resilience

At 14th level, you gain resistance to poison, necrotic and fire damage. If you are already resistant or immune to any of those damage types, you can choose between one of the following: cold, lighting or non-magical piercing, slashing or bludgeoning.

Fiendish Resilience

When you reach the 17th level, you can us your bonus action to create an explosion of abyssal energy, that works in the same way of your Abyssal Reclaim. You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.

Infernal Path[edit]

Infernal Path Spells
Dark Vessel Level Spells
3rd charm person
5th suggestion
9th major image
13th greater invisibility
17th geas
Mind Breaker

Starting at 3rd level, you gain the ability to deceive and corrupt the mortals. You have advantage on Deception and Persuasion checks you make against humanoids.

In addition, you can communicate telepathically with any creature within 120 feet.

Unseen Corruption

Starting at 3rd level, while being possessed, you can use your bonus action to summon shadows that work in the same way as a darkness spell, but you can see trough it, and lasting until the end of your next turn.

You can use this feature three times, and regain the ability to do so after finishing a long rest.

Aura of Terror

Starting at 7th level, you and any allied creatures within 10 feet of you add your Charisma modifier to their Wisdom saving throws and Charisma (Intimidation) checks.

Flesh Warper

At 14th level, you can cast Alter Self, without spending a spell slot, a number of times equal to your Charisma modifier, without requiring concentration. In addition, each version of this spell gain the following benefits:

  • Change Appearance: Creatures from the race you have chosen to appear as have Disadvantage on resisted Wisdom ability checks against you.
  • Natural Weapons: You can use your Dexterity, instead of your Strength, for attacks and damage rolls with your unarmed strikes, and the magical bonus equals half your proficiency bonus (rounded up). In addition, if you use your action to make an attack with a natural weapon, you can use your bonus action to make an additional attack with them.
Dark Lord

Starting at 17th level, you gain respect and authority as part of the infernal hierarchy. You have advantage in all Charisma checks when interacting with a fiend (devil) with a CR lower than your level, and these devils have Disadvantage on Wisdom and Charisma checks against you.

In addition, you can use your action to cast either Infernal Calling to conjure a Devil with a CR 9 or lower. Once you do this, you can't do it again until you finish a long rest.

Redeemed Path[edit]

Redeemed Path Spells
Dark Vessel Level Spells
3rd protection from evil and good
5th crusader's mantle
9th major image
13th guardian of faith
17th holy weapon
Holy Spirit

Starting at 3rd level, you gain use your Dark Binding to bind yourself to a Celestial. Also, at 10th level, you can use your Unholy Bargain to struck a pact with a celestial.

You loose the ability to bind yourself with fiends, except for redeemed devils (with allowance of your DM).

In addition, your taint now manifest itself in an holy manner, becoming benedictions. These alter the way some former taint manifested. For example, the fiendish Leather Skin now make your skin looks like precious metals or gemstone, and the Demon Wings now are feathered wings.

Also, you learn how to speak, read and write in celestial.

Celestial Aura

At 3rd level, when being possessed by a celestial, a radiant aura engulfs you and an area of 5 feet around you. The aura increases to 10-foot radius at 17th level. This aura sheds bright light inside its radius, and dim light for the same distance after that range. Also, it grants the following benefits:

  • Your gain a number of temporary hit points equal to half your Charisma modifier (rounded down, minimum of one) x the number of hit dice the celestial possessing you have.
  • You can choose to smite evil, channeling this protective aura into a powerful attack. You can choose to lose any amount of temporary hit points granted by this feature and add to any damage roll you make, causing additional radiant damage equal to the amount of points spent.
  • Your skin becomes metallic and strong, which grants you an unarmored AC equal to 10 + your proficiency bonus + your Dexterity modifier, if the AC of the celestial possessing you is lower than that.
  • All allied creatures within 5 feet gain a bonus equal to your Charisma modifier on their Charisma saving throws.
  • All allied creatures inside this aura add half your proficiency bonus to their Constitution saving throws, if they aren't already proficient in it.
  • When you hit a creature with a melee weapon attack, you can spend a spell slot to cause additional 2d8 radiant damage on a hit, plus 1d8 for each level above the 1st on the spell slot, up to a maximum of 6d8 with a 5th-level spell slot.
Protective Radiance

At 7th level, your radiant aura grows stronger. You grant a bonus equal to your Charisma modifier to all Constitution saving throws of creatures inside your aura.

Celestial Mark

At 14th level, when you hit a creature while being possessed, you can use your reaction to mark that creature. That creature have disadvantage on all attacks made against creatures that aren't you until the start of your next turn.

Godly Resilience

Starting at 18th level, while you are being possessed, you become resistant to bludgeoning, slashing and piercing damage. You also become immune to radiant damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dark Vessel class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the Dark Vessel class, you gain the following proficiencies: Light armor, simple weapons.



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