Hollow Knight, Variant (5e Class)
From D&D Wiki
The Vessels (Hollow Knight version)[edit]
Born of God and Void, Vessels are meant to be the last resort that a powerful king can muster, becoming a pure vessel requires having No mind to think, No will to break, and no voice to cry suffering. A Vessel that has mastered the way of the nail and soul is known as The Hollow Knight.
Creating a Hollow knight[edit]
Class Features
As a Hollow knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hollow knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hollow knight level after 1st
- Proficiencies
Armor: Light
Weapons: Simple and Martial weapons
Tools: {{{tools}}}
Saving Throws: Strength, Dexterity
Skills: Pick three from Acrobatics, Investigation, Perception, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or Rapier or (b) any two simple weapons
- (a) Explorer's Pack or (b) Burglar's Pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Soul, Focus |
2nd | +2 | Mothwing Cloak |
3rd | +2 | Charm Attunement |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Weapon Arts |
6th | +3 | Charm Feature |
7th | +3 | Soul |
8th | +3 | Ability Score Improvement |
9th | +4 | Monarch Wings |
10th | +4 | Dream Nail, Charm Feature |
11th | +4 | Crystal Heart |
12th | +4 | Ability Score Improvement |
13th | +5 | Shade Cloak, Soul |
14th | +5 | Charm Feature |
15th | +5 | Salubra's Blessing |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Kingsoul |
19th | +6 | Ability Score Improvement, Soul |
20th | +6 | Void Heart |
Soul[edit]
At 1st level you have access to a pool of magical energy known as Soul. With this you may cast special techniques which only a knight knows. You have a total maximum of 45 Soul, at 7th, 13th and 19th level the pool's maximum is increased by 15. Whenever you hit a creature with a weapon attack, you regain soul equal to the damage dealt.
Focus[edit]
You know the special technique Focus. To use this ability you use 15 Soul and forgo an attack to heal yourself a number of hit points equal to 8 + your Hollow Knight level.
Mothwing Cloak[edit]
At 2nd level you gain access to the technique of the Mothwing Cloak. At any point during your turn, you may choose to use this to rush 5' in any horizontal direction in a burst of speed. You can also use this ability as a reaction to an incoming attack against you if you haven't used it on your turn, imposing disadvantage on the attack. If you use this technique to get away from an enemy, they have disadvantage on their attack of opportunity. You may also use your bonus action to perform 2 additional dashes with your Mothwing Cloak.
Charm Attunement[edit]
At 3rd level, you choose a charm, which you forge from god and void. The charm is rather small, weighing about 0.05 lb, and contains divine energy. Only you may attune to it, and it requires one of your attunement slots. Having the charm equipped allows you to gain its features. You may choose either the Nail charm or the Shaman charm, and once you choose one, you may not forge the other ever. In the end of a long rest, you may perform a 10 minutes long ritual to dissipate your previous charm (wherever it is) and forge a new one. You get charm features at 3rd, 6th, 10th and 14th levels, according to the list below. Whenever anyone needs to make a saving throw against a knight feature from this class, the DC is 8 + your Dexterity modifier + your proficiency bonus.
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Arts[edit]
Also at 5th level, you learn three nail arts to use in combat. When using the Attack action, you may forgo 2 attacks in order to perform one of three weapon arts:
Cyclone Slash[edit]
A spinning attack that rapidly strikes foes on all sides. Make one weapon attack against all creatures within 5', and roll once for damage against all creatures hit.
Dash Slash[edit]
Strike ahead quickly after dashing forward. Dash through creatures 10' in front of you, landing in the nearest spot after the dash. You make one weapon attack against all these creatures, and roll once for damage against all creatures hit.
Great Slash[edit]
Unleashes a huge slash directly in front of you which deals extra damage to foes. Make one weapon attack against all creatures within a 10', 90 degree cone, and roll once for damage against all creatures hit.
Charm Attunements[edit]
Nail Charm[edit]
Piercing Strikes[edit]
Starting at 3rd level, your first successful attack each round pierces further into struck targets, dealing 1d4 additional magical piercing damage. Then, the creature must make a Constitution saving throw, or have a -2 penalty to its next saving throw until the start of its next turn.
On Guard[edit]
Also starting at 3rd level, you can use your weapon to deflect or parry incoming attacks. As a reaction, you may add your proficiency modifier to your AC against an attack, potentially causing it to miss.
Shaman Charm[edit]
Shamanic Techniques[edit]
Starting at 3rd level, you can use shamanic techniques using your soul pool. Each of these techniques requires your action and 15 soul to be performed:
Vengeful Spirit[edit]
Conjure a spirit that will fly forward and burn foes in its path. Creatures within a 30' line make a Dexterity saving throw. They take 3d10 force damage, or half on a success.
Desolate Dive[edit]
Strike the ground with a concentrated force of soul. You and other creatures within 5' take 1d12 force damage. In addition, each other creature within within 15' must make a Dexterity saving throw, taking 4d6 force damage or half on a success.
Howling Wraiths[edit]
Blast foes with screaming soul. Other creatures within 10' must make Constitution saving throws. They take 3d10 thunder damage or half on a success, and must make a Wisdom saving throw. If a creature failed both saves, they are frightened until the start of your next turn.
Useless[edit]
Shade[edit]
Beginning at level 3 when your hit points reach or go below zero,even if you would have enough damage to be instantly killed, instead of falling unconscious or dying you instead return to 1 hit point,and from your body an Avatar of Death forms, wielding a ghostly version of what you posses, it is your Shade. The Shade's initiative will always be immediately after your turn. You gain 20 temporary hit points which last until you kill your Shade, upon which it turns into hit points. While your Shade is out, you lose all Soul, which is regained upon killing the Shade. Striking the shade will not restore any soul upon hit. Other creatures can harm the Shade but cannot reduce it below 1 hit point, the Shade will also attack no creature but you, if you are slain by the Shade or any other creature while your Shade is present it disappears and you roll your Death Saves as normal. Once the Shade is summoned, it cannot be summoned again until the end of a long rest.
Monarch Wings[edit]
At level 9 you gain access to the Monarch Wings. These wings of ethereal matter can allow you to make one additional jump while airborne.
Advanced Spells[edit]
At level 10 you gain access to more advanced spells:
(Spell save DC = 8 + your proficiency bonus + your Wisdom modifier)
- Shade Soul
At level 10 Vengeful Spirit is upgraded to Shade Soul, therefore replacing it. Using 33 Soul as an Action, you unleash a powerful blast. It flies forward up to 100 feet and passes through all creatures and objects before dissipating. Any creature in a 100 foot long by 5 foot wide line must make a Dexterity saving throw. A creature takes 6d8 necrotic damage and 2d8 force damage plus your wisdom modifier on a failed save and half as much on a successful one. Any medium or smaller sized creature that is hit by this is forced back 5 feet.
- Descending Dark
At level 10 Desolate Dive is upgraded to Descending Dark, therefore replacing it. Using 33 Soul as an Action, you concentrate your soul into your fist and slam it into the ground. You are now invulnerable while performing this action. Any creature in a 20 foot radius must make a dexterity saving throw. A creature takes 6d6 bludgeoning damage and 4d6 necrotic damage plus your wisdom modifier on a failed save and half as much on a successful one.
- Abyss Shriek
At level 10 Howling Wraiths is upgraded to Abyss Shriek, therefore replacing it. Using 33 Soul as an Action, you let out a cry which sends out Soul Energy in a 25 foot cone in front of you. Any creature within this cone must make a constitution saving throw. A creature takes 6d8 thunder damage and 2d8 necrotic damage plus your wisdom modifier on a failed save and half as much on a successful one.
Dream Nail[edit]
At level 10 you gain the power of summon a Nail made of dream essence, this requires 1 turn to charge before use. This Nail deals no damage but may be used to cause certain effects.
- Dream Strider
Using the nail on a living creature lets you cast detect thoughts once per short rest.
- Extract Dream
Using it on a dead body lets you cast speak with dead once per short or long rest.
- Dreamgate
At level 13 you can charge your Dream Nail and thrust it into the ground causing a glowing mark to appear on the ground, once you've done this you can charge your Dream Nail and raise it into the air to use teleportation circle once per short or long rest to teleport back to the mark you left on the ground.
Crystal Heart[edit]
At level 11, you acquire the Crystal Heart. After taking a turn to charge, you rocket straight forward in a line while hovering slightly above the ground for an indefinite amount of time until you collide with any medium or larger sized object, creature, or terrain. During this you will only move horizontally and not vertically. While being rocketed forward you can stop yourself at any time but must roll a 10 or higher to do so. If you roll below a 10 you continue flying forward but can roll again during your next turn. If you succeed on the roll you stop being rocketed forward and your turn ends. The only action you can take while being rocketed forward is the action to try and stop yourself if you choose to do so. If you collide with an object, structure, or terrain that has Hit points, the object, structure, or terrain will take 1d8 damage. If you collide with a creature both you and the creature take 1d8 damage. The crystal heart can only make you rocket straight ahead, NOT up or down, even when standing on a slanted surface. Charging to use this will be the only action you can take during your turn. If you are hit by an attack while charging the charge will fade.
Shade Cloak[edit]
At level 13 you gain access to the Shade Cloak, a direct upgrade to the Mothwing cloak. At the beginning of your turn, you may choose to use this to rush 5 feet in any horizontal direction in a burst of speed. During this burst you and anything you are wearing or carrying will be completely invulnerable and intangible, passing through all creatures and objects. This intangibility cannot let you pass through any physical terrain or structures however. You can also use this ability as a reaction. After using the Shade cloak it will regress in to the Mothwing cloak for 2 turns not including the turn that the shade cloak was used. You cannot choose to use the Mothwing cloak instead of the Shade cloak if the Shade cloak can be used. After this action is taken your turn will start as it would normally.
Salubra’s Blessing[edit]
At 15th level you acquire Salubra’s Blessing. This blessing makes it so that whenever you take a short or long rest, you will restore all your hit points to maximum and completely fill you soul container to it’s current maximum capacity. The blessing will only take effect if the rest is at least 10 minutes.
Kingsoul[edit]
At 18th level you acquire the Kingsoul. This Ultimate charm takes up 5 notches and will automatically restore 4 soul every turn. Enjoy it while it lasts.
Void Heart[edit]
At 20th level the Kingsoul breaks open and from within emerges the Void Heart. (This means the Kingsoul charm is no longer usable) The Void Heart Unifies the Void under the bearer's will. This makes your shade non-hostile. Your shade will now no longer attack you and now just requires one simple strike of your nail to defeat it. You will not have to roll to hit for this strike. Additionally, all Shadow creatures become completely non-hostile towards you (even if you attack them) and will bend to your will, obeying any command you give them. You also gain an immunity to all necrotic damage.
Path of the Shaman[edit]
Add stuff here about focusing on spells
- Shamanic Warrior
At level 3 your Nail upgrades to the channeled nail and now deals 1d8 slashing damage. At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Something 2:
Level 7
- Abyssal Soul
Level 14
Path of the Nailmaster[edit]
Add stuff here about focusing on the nail
- Nail Warrior
At level 3 your Nail upgrades to the channeled nail and now deals 1d8 slashing damage. At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, at level 9 your nail is upgraded to the coiled nail and now deals 1d12 slashing damage. Finally, at level 17 your nail is upgraded to the pure nail and deals 2d8 slashing damage.
- Nailmaster's Honor
Starting at 7th level your training to become a Nailmaster has instilled a strong sense of honor and a strong desire to defend your allies within your head, when an ally gets struck with a killing/incapacitating blow, you can use your reaction to take the damage instead of them if they are within 5 feet.
- Nail Arts
Beginning at level 14 you gain access to powerful attack which you can use with your Nail. You use your action to charge up your Nail with energy, this requires Concentration just like a spell. Successfully landing an attack with a nail art will only restore 6 soul (or more if certain charms are equipped) no matter how many enemies are hit by the nail art. Attacking with your nail or any other weapon before your next turn will fail to fully charge the attack. You may use spells while charging, however if you choose to do this you will have disadvantage on your concentration check if you are hit by an attack.
- Cyclone Slash
Once fully charged you can use the attack action to release the energy, causing you to spin in place several times. All creatures within 10 feet of you must make a Dexterity saving throw. A creature takes 6d8 slashing damage on a failed save and half as much on a successful one.
- Dash Slash
Once fully charged you dash using the Shade cloak if it is available or the Mothwing cloak (shade cloak must be used if it is available) and release a burst of energy from your nail in a semicircle in front of you with a 15 foot radius. Any creature in the semicircle must make a Dexterity saving throw. A creature takes 6d8 slashing damage on a failed save and half as much on a successful one.
- Great Slash
Once fully charged you can use the attack action to unleash a powerful attack. Make an attack roll against a creature within 10 feet of you. This attack deals 6d8 slashing damage and half as much to any creature within 5 feet of the targeted creature.
Charms[edit]
Charms are abilities you gain over time. Charms can only be changed during a short or long rest.
1st level Charms[edit]
These charms are acquired when you reach Vessel level 2
- Gathering Swarm
Notch Cost: 1
A small swarm of glowing bugs will appear if there is any loose change in the area and collect the change and bring it to you.
- Soul Catcher
Notch Cost: 2
Increases the amount of soul you regain when striking a creature with your nail by 2
- Wayward Compass
Notch Cost: 1
Shows your current location on any map that you are holding.
2nd level Charms[edit]
These charms are acquired when you acquire Vessel Level 4
- Lifeblood heart
Notch Cost: 2
Whenever you complete a short or long rest, you gain temporary hit points equal to 1/8 of your maximum hit points.
- Thorns of Agony
Notch Cost: 2
Whenever you take damage, thorns shoot out from your body and damage any creature adjacent to you for 1d6 piercing damage.
- Spore Shroom
Notch Cost: 2
Whenever you take the focus action, you emit a cloud of spores in a 5 foot radius around you that lingers for 3 turns. Any creature (excluding you) within the spore cloud takes 1d4 poison damage if they end their turn within the cloud. When this charm is equipped you gain the ability to communicate with any sentient fungi-like beings and understand any written language made by those beings.
3rd level Charms[edit]
These charms are acquired when you acquire Vessel level 6
- Sprintmaster
Notch Cost: 1
Increases your speed by 1.5x
- Shape of Unn
Notch Cost: 2
Allows you to move around at 1/2 your base speed while using the focus action. (Base speed is calculated before any multipliers that might be given by the sprintmaster charm or other boosts)
- Fury of the Fallen
Notch Cost: 2
If the combination of your current hit points and temporary hit points is equal to or less than 8, damage dealt by your nail is multiplied by 2.
4th level charms[edit]
These charms are acquired when you reach vessel level 8
- Deep Focus
Notch Cost: 3
The focus action now takes 2 turns to do, but healing effects are doubled.
- Grubsong
Notch Cost: 2
Restores 3 soul whenever you take damage from an attack.
- Lifeblood Core
Notch Cost: 3
Whenever you complete a short or long rest, you gain temporary hit points equal to 1/4 of your maximum hit points.
5th level Charms[edit]
These charms are acquired when you reach vessel level 10
- Dream Wielder
Notch Cost: 1
No charge action is required to use your dream nail
- Heavy Blow
Notch Cost: 2
(This charm is exclusive to Path of the Nailmaster)
At the end of your turn if you decided to take the attack action with your nail, the creature hit by your nail will be forced back 5 feet. If the creature forced back collides with another creature, both creatures take 1d4 bludgeoning damage. If the creature forced back collides with a structure they will also take 1d4 bludgeoning damage.
- Joni's Blessing
Notch Cost: 4
Gain temporary hit points equal to triple your current Maximum Hit Points, but your regular hit points drop to zero. You are not able to heal through any means when this charm is equipped with the exception of hit dice during short rests and natural recovery during long rests. Any health restored with hit dice during a short rest or naturally regained during a long rest is under the effects of this charm and turned in to temporary hit points. If your temporary hit points reach zero when this charm is equipped you instantly die. If this charm is unequipped during a short or long rest you gain hit points equal to 1/3 of your temporary hit points before unequipping and lose all your temporary hit points.
6th level Charms[edit]
These charms are acquired when you reach vessel level 12
- Carefree Melody
Notch Cost: 3
Every other turn, when you would normally be damaged by an attack, roll a d20. If you roll a 10 or higher you will not be harmed by this attack.
- Spell Twister
Notch Cost: 4
(This charm is exclusive to Path of the Shaman)
Spells now only cost 24 soul to use instead of 33, this does not effect the amount of soul it costs to use the focus action.
- Grubberfly's Elegy
Notch Cost: 3
While you are at maximum health, you will shoot a burning hot, wave-like beam from your nail every time you swing it. This beam is 5 feet wide and travels 30 feet in the direction you swung your nail before dissipating. The beam will also dissipate once it comes into contact with any creature or object. When firing the beam at an enemy from a distance it is treated as a normal attack and you will need to roll to hit. If you are adjacent to an enemy and land a normal hit with your nail the beam's damage will be added to the attack damage. If a creature is hit by the beam it will take fire damage equal to half of your nail's damage. This charm will not activate for nail arts, only a regular attack. If the charm Fury of the Fallen is equipped, this charm's effects will re-activate when the combination of your current hit points and temporary hit points is equal to or less than 8 and the damage boost from Fury of the Fallen also applies to the beam's damage.
7th level charms[edit]
These charms are acquired when you reach vessel level 14
- Sharp Shadow
Notch Cost: 2
The amount of distance you burst forward when using the shade cloak is doubled. If you pass through a creature using the shade cloak while this charm is equipped, that creature takes 1d8 piercing damage.
- Nailmaster's Glory
Notch Cost: 2
(This charm is exclusive to Path of the Nailmaster)
If you are struck while charging to use a nail art, roll with advantage on your concentration check. Using spells while charging and while this charm is equipped will no longer give you disadvantage on your concentration check, however you will not have advantage if you use a spell while charging.
- Shaman Stone
Notch Cost: 3
(This charm is exclusive to Path of the Shaman)
Adds an extra 2d8 damage to all of your spells primary damage types (Necrotic damage for Shade Shade Soul, Bludgeoning damage for Descending Dark, and Thunder damage for Abyss Shriek)
Back to Main Page → 5e Homebrew → Classes