Hollow Vessel (5e Class)

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Hollow Vessel/Knight[edit]

Creating a Hollow Vessel[edit]

Quick Build

You can make a Hollow Vessel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Haunted one or Wanderer backgrounds.

Class Features

As a Hollow Vessel you gain the following class features.

Hit Points

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


Armor: light
Weapons: none
Tools: Cartographer's tools
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Arcana, Investigation, Nature, Perception, Stealth, Survival


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

  • (a) Worn Blade or (b) {{{item1b}}}
  • (a) Leather Armor or (b) {{{item2b}}}
  • (a) Cartographer's tools or (b) {{{item3b}}}
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The Hollow Vessel

Level Proficiency
Charm Notches Features
1st +2 - Linked Blade, Focus, Soul
2nd +2 2 Charms, Overcharmed, Charm set 1
3rd +2 3 Sharpened Blade, Vengeful Spirit
4th +2 4 Ability Score Improvement, Nail Art 1, Mothwing Cloak, Ability Score Improvement
5th +3 5 Extra Attack, Charm set 2, Soul upgrade
6th +3 5 Desolate Dive
7th +3 6 Charm set 3, Mantis Claw
8th +3 6 Ability Score Improvement, Nail Art 2, Ability Score Improvement
9th +4 7 Dream Blade, Enchanted Blade, Charm set 4
10th +4 7 Howling Wraiths, Crystal Heart
11th +4 8 Charm set 5, Kingsoul, Soul upgrade
12th +4 8 Ability Score Improvement, Dream Gate, Coiled Blade, Shade Soul, Monarch Wings, Ability Score Improvement
13th +5 9 Nail Art 3, Charm set 6, Quick Casting
14th +5 9 Descending Dark, Isma's Tear
15th +5 10 Charm set 7, Shade Cloak
16th +5 10 Ability Score Improvement, Abyss Shriek, Ability Score Improvement
17th +6 10 Absolute Dream Blade, Pure Blade, Void Heart, Soul Upgrade
18th +6 11 Charm set 8
19th +6 11 Ability Score Improvement, Ability Score Improvement
20th +6 11 Salubra's Bleassing, Unbreakable Upgrades

Linked Blade[edit]

Starting at level 1 you are linked to your unique old blade. This blade is a one-handed, lightweight finesse type weapon that does does 1d6 +dex modifier slashing damage and is the only weapon you can use.


Starting at level 1 you have a soul meter with a total of 6 charges. you regain 1 charge every time you attack something. You also regain all expended soul after a long rest. you gain additional charges at levels 5, 11, and 17 for a maximum of 9 charges.


Starting at level 1, as an action, you can heal 10% of your maximum health, up to your maximum health. This costs two of your soul charges. If you perform this as an action, you can expend another soul charge to heal another 10% as either your bonus action or by sacrificing movement speed. You can also expend 6 charges of soul and use your action, bonus action, and movement speed in order to heal 30% of your maximum health.


Starting at level 2 you gain access to certain charms that you can wear to augment your abilities. You unlock charms as you level up as indicated by the charm sets. Charms require charm notches to be worn. You have a number of charm notches determined by the charm notch section in the level up table. You start with 2 charm notches. You can change the charms you're currently wearing during a short or long rest.


Starting at level 2 you can push yourself beyond your normal limits. When wearing charms you are capable of wearing more charms than you have charm notches for, however only if you have not yet hit your charm notch maximum (i.e. if you have two notches you have one charm notch in use, and then proceed to equip a charm that costs two notches, however you could not do this if you have already expended both charm notches). While in a state of overcharmed you take double damage.

Charm Set 1[edit]

Starting at level 2, you gain access to the following charms:

Waward Compass

Cost: 1 notch. Allows you to pinpoint your exact location on any map

Gathering Swarm

Cost: 1 notch. Small ethereal flies pick up any loose gold within a 30 ft radius of you and bring it to you

Steady Body

Cost: 1 notch. Gives you advantage on saves against being moved or knocked prone

Stalwart Shell

Cost: 2 notches. After being hit, you can use your reaction to grant disadvantage to any other attacks that come at you until the start of your next turn.

Fury of the Fallen

Cost: 2 notches. While at 1/4 of your maximum hit points (not including temporary hp), your damage with melee attacks is doubled

Grimmchild(level 0)

Cost: 2 notches. Upgrades over time. A small grimmchild will follow you around, it teleports to you if it is currently outside of 30 ft from you. it has a flying speed equal to your walking speed, it can only fly. This grimmchild cannot be damaged.

Sharpened Blade[edit]

Starting at level 3, your old blade has been sharpened and re-forged to its former glory. This blade is a one handed, lightweight finesse type weapon that does 1d8 +dex modifier slashing damage.

Vengeful Spirit[edit]

Starting at level 3, you gain the vengeful spirit spell. This spell can be used as your action. It costs two soul charges to use and has a range of 30ft in any on direction, it stops when it hits an enemy, if an enemy dodges the attack, and there is a creature behind them, that creature can be attacked with the spell instead. this spell does 2d6 +Con modifier force damage. You use your con mod to cast this spell

Ability Score Improvement[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.

Mothwing Cloak[edit]

Starting at level 4, you can use 15 ft of your movement to dash 15ft in a straight line in any direction besides up or down. During this dash any opportunity attacks against you have disadvantage. This dash can also be used to pass over a gap of 15 ft or less without having to make an ability check.

Stalwart Shell Charm

When worn after obtaining dash, you can use dash as a reaction after being hit to get out of range of an enemy while they still have disadvantage on their opportunity attack.

Nail Arts[edit]

Starting at level 4 you can choose one of the three nail arts to master, you gain access to the great slash, dash slash, and cyclone slash to choose from. You gain a second at level 8, and the last at level 13.

Great Slash

By expending your full action, including any extra attacks, you can charge and release a massive power attack on one enemy, this attack does 3x the damage of your current blade

Dash Slash

By expending your full action, you can charge and release a powerful slash. You can dash up to 15 ft closer to an enemy with the same benefits as mothwing cloak without using any movement speed. This attack deals 2x the damage as your current blade

Cyclone Slash

By expending your full action, you can attack all enemies within a 5 ft radius of you, you make 2 attack rolls and hit all enemies in that range with both attacks. Each attack does the same damage as your current blade

Extra Attack[edit]

Starting at level 5, when you take the attack action as your action, you can make a second attack as part of the same action.

Charm Set 2[edit]

At level 5, you gain access to new charms that you can use

Soul Catcher

Cost: 2 notches. When hitting an enemy with a melee attack, you regain two soul charges instead of one.


Cost: 1 notch. Increases the bearers movement speed by 15 ft


Cost: 1 notch. You regain 1 soul charge when taking damage


Cost: 2 notches. Your blade gains the reach property

Spore Shroom

Cost: 1 notch. While using your focus technique, you release a cloud of spores in a 10 ft radius area around you, all creatures in this area must succeed on a constitution saving throw or take 1d6 necrotic damage. Any creatures who enter this area must also make this saving throw. This cloud of spores remains until the start of your next turn. While focusing multiple times in one turn, you create multiple spore clouds on top of each other, that increases the damage by 1d6 for every spore cloud.

Grimmchild(level 1)

Cost: 2 notches. Same as level 0, except grimmchild can now shoot small fireballs that deal 1d6+1 fire damage, this is taken after your turn has ended and will attack the nearest enemy. This has a +2 to hit

Desolate Dive[edit]

Starting at level 6, you gain access to a new spell, desolate dive. This spell uses two soul charges and is broken into two hits. The first hit attacks all grounded enemies in a 30 ft radius around you, they must make a strength saving throw or take 1d6 bludgeoning damage and get knocked prone, or half as much and not prone if a success. Then make an attack roll against the AC of each creature within a 5 ft radius around you, which does 2d6 +con modifier force damage. You can also remove up to 50 ft off of any fall damage you take if you use this spell while airborn

Mantis Claw[edit]

Starting at level 7 you gain a climbing speed of 30 ft, and do not have to make a strength check to scale up walls. You also gain an unarmed attack that does 1d6 +strength modifier slashing damage

Charm Set 3[edit]

Starting at level 7 you gain access to new charms

Shaman Stone

Cost: 3 notches. Increases the size and damage of all spells by the following: Vengeful Spirit-increases range to 45 ft, and moves along a 15 ft area instead of 5 ft. Damage now does 3d6 +con mod Desolate Dive-increases force range to 10 ft, increases ground damage to 1d10, and force damage to 3d6 +con mod


Cost: 2 notches. Increases dash distance to 20 ft, and allows you to dash twice in one turn. You can now also dash straight upward or downward, with fall damage reduced by the distance you dashed down.

Heavy Blow

Cost: 2 notches. When attacking with a melee attack, you can push someone you hit 5 ft away from you, this does not provoke opportunity attacks

Lifeblood Heart

Cost: 2 notches. After a short or long rest you are granted a number of temporary hit points equal to 20% of your maximum hp. This cannot be healed with focus.

Dream Blade[edit]

Starting at level 9 your blade is enchanted with the power of dreams, allowing it to cut through the barrier between physical and ethereal. You can use an action to strike any living being with your dream blade, this does no damage, but grants you 2 soul charges. You can also use dream nail on wandering spirits to sooth their worries and let them move on.

Enchanted Blade[edit]

Starting at level 9 your blade has been re-forged with the rare metal known as a pale ore. This metal grants your blade the property of being magical for the purpose of overcoming resistances and immunities. It now does 1d10 +dex mod slashing damage

Charm Set 4[edit]

Starting at level 9, you gain access to new charms:

Dream Wielder

Cost: 1 notch. Allows you to use dream nail as a bonus action, grants 4 soul charges back if used as your action


Cost: 3 notches. Creates a shield that will block one attack as long as it is not an AoE attack, the shield then deactivates until the start of your next turn. When using both this and dream wielder, the shield grants you a plus 2 to AC and saving throws

Spell Twister

Cost: 4 notches. Reduces the amount of soul used for casting spells (not focus) allowing you to cast expending only 1 charge.

Baulder Shell

Cost: 2 notches. When you use your action to use your focus technique, you gain a shell that will take one hit for you until the start of your next turn. The shell will temporarily disappear after being hit once. The shell has a total number of hit points equal to half the user's hit points. When its hit points are completely gone, it will be unusable until you finish a long rest. If the baulder shell is hit, the thorns of agony charm will still trigger if it is being worn

Thorns of Agony

Cost: 1 notch. When you take damage, black vines covered in thorns will lash out in every direction 5 ft away from you damaging anything within a 5 ft radius for your current nail damage on a failed dexterity save, or half as much on a successful save.

Crystal Heart[edit]

Starting at level 10, you can crystal dash in a straight line for up to 500 ft unless you run into something. Anything within 5 ft of you when you use crystal heart will take 2d4 force damage on a failed constitution save. This dash makes you airborn, and you do not need to make a check as long as you don't fall more than 20 ft after the dash.

Howling Wraiths[edit]

Starting at 10th level you gain access to a new spell, Howling wraiths. On your turn you can expend one soul charge to launch howling wraiths in a 10 ft cone above your head, anything 5 ft to your sides are also affected by the spell. This spell does 3d6 +con mod force damage on a failed Constitution save, or half as much on a successful one. Also on a failed save, the creatures hit will be deafened for 30 seconds.

Shaman Stone Charm

When used on howling wraiths the spell will hit anything in a 20 ft cone above you, and 10 ft to your sides, as well the spell does 6d6 + con mod


Starting at level 11, you gain access to a rare charm known as kingsoul. This charm grants the bearer 1 soul charge back at the start of their turn. This charm costs 5 charm notches.

Charm set 5[edit]


Cost: 3 notches. Grants the bearer a third attack on top of their current attacks if they use the attack action on their turn.

Fragile Heart

Cost: 2 notches. Grants the bearer an increase to their health equal to 30% of their maximum health. If you are ever dropped to 0 hp, this charm breaks and cannot be used until you finish a long rest and sacrifice 1000 gold to fix it (DM discretion for more or less cost, based on campaign).

Fragile Greed

Cost: 2 notches. Increases the amount of gold the bearer receives upon finishing a battle or exploration to 1.5x. This charm breaks if you drop to 0 hp and cannot be used again until you finish a long rest and sacrifice 1000 gold to fix it (DM discretion for more or less cost, based on campaign).

Fragile Strength

Cost: 3 notches. Increases the melee damage of the bearer by 1.5x. This charm breaks if the user drops to 0 hit points and cannot be worn again until you finish a long rest and sacrifice 1000 gold to fix it (DM discretion for more or less cost, based on campaign). (1d4->1d6, 1d6->1d10, 1d8->1d12, 1d10->2d8, 1d12->2d10, 2d8->2d12)

Shape of Unn

Cost: 2 notches. A gift from the Slug deity Unn, this charm allows the wearer to become small and move up to 10 ft for free when using their focus ability. While in this form you can move through the space of a medium or larger creature, as long as you don't end your turn in that space.

Grimmchild(level 2)

Cost: 2 notches. Grimmchild now has a range of 45 ft instead of 30, and can be 45 ft away from you, it now does 3d6+3 fire damage with its fireball attack. This has a +6 to hit

Dream Gate[edit]

Starting at level 12 your capability to wield dreams and the soul has provided you a unique gate to use. You can set this dream gate anywhere at no cost to you, you can then teleport there from any location, though this costs 4 soul charges.

Coiled Blade[edit]

Starting at level 12 your blade has been re-forged with 2 pale ore, turning it into the coiled blade. This blade does 1d12 +dex modifier slashing damage

Monarch Wings[edit]

Starting at level 12, you gain the monarch wings. With these wings you gain a flying speed of 30 ft, but can only stay airborn for 2 of your turns before needing to land. These wings take on an appearance similar to moth wings.

Shade Soul[edit]

Starting at level 12, your vengeful spirit spell is upgraded with the power of the void. Your shade soul replaces vengeful spirit and costs the same amount of soul to use. It also has the same 5 ft width, but has a 60 ft range, and isn't stopped by enemies or walls, hitting everything within that 60 ft line. It also does 2d6 force damage + 2d6 psychic damage + your con modifier. You make your attack roll on every creature in the area.

Shaman Stone Charm

When paired with shaman stone, it's width is increased to 15 ft centered on the user, and its range is increased to 90 ft. Its damage is increased to 3d6 Force damage + 3d6 Psychic damage + your con modifier

Quick Casting[edit]

Starting at level 13, when you cast a spell as an action, you can cast another as a bonus action, both require their own soul charge.

Charm Set 6[edit]

Blademaster's Glory

Cost: 3 notches. As long as you have mastered all 3 blade arts, you can use this charm. This allows you to use a second blade art as a bonus action if you used one as an action on that turn.


Cost: 2 notches. Turns your vengeful spirit or shade soul spell into a horde of flukes, leech like insects. This horde has a range equal to half of your spells range, and hits a 15 ft radius sphere from where the center of your spells landing point is, but does 3d6 necrotic on its base damages instead of 2d6. When paired with Shaman stone the spell does 5d6 necrotic as its base (shade soul does 6d6 and 10d6 necrotic respectfully)

Glowing Womb

Cost: 2 notches. at the start of every one of your turns, 2 soul charges of yours will be used to summon 2 hatchlings, these hatchlings will automatically attack anything that comes within 20 ft of you. These do 1d6+3 bludgeoning damage to any enemy they hit, and have a +6 to attack. When paired with the Fury of the Fallen charm, these hatchlings will glow red and do 3d6+4 bludgeoning damage and a +8 to attack while you're at 1/4 your max hp or less. When they land an attack and deal damage, they are then destroyed.

Quick Focus

Cost: 3 Notches. Speeds up your focus speed, you can now expend 4 soul to focus twice in the same circumstances as while focusing normally. While using shape of Unn with this charm, your speed with shape of Unn is increased to 20 ft.

Defenders Crest

Cost: 1 notch. Crest given to you by the dung defender, anyone who wears it releases a powerful odor. Any creature within 5 ft of you on the start of your turn, or who go within 5 ft of you must succeed on a constitution saving throw or take 1d6 poison damage. It also has unique pairings with the following charms:

Glowing Womb

Defenders crest causes your hatchlings to explode upon impact and release a cloud of odor. The base damage is the same, but after the hit all creatures within 5 ft of the target hit (not including yourself) must succeed on a constitution saving throw or take 1d6+3 poison damage.


Defenders crest causes you to launch out one large, brown fluke that explodes on impact. The fluke can be shot up to half the distance of your shade soul/vengeful spirit. The impact deals 2d6 (4d6 for shade soul) bludgeoning damage and explodes in a 20 ft radius cloud that deals 3d6 (5d6 for shade soul) poison damage to all creatures who fail a constitution saving throw, or half as much on a success. Shaman stone increases the damage to 3d6 (6d6 for shade soul) bludgeoning and 5d6 (7d6 for shade soul) poison damage

Spore Shroom

Defenders crest causes the spores to be replaced with odor clouds that go out to 15 ft, these also do 2d4 poison damage instead of 1d6.

Lifeblood Core

Cost: 3 notches. After a short or long rest you gain temporary hp equal to 40% of your maximum. When stacked with lifeblood heart, this becomes 60%

Isma's Tear[edit]

Starting at level 14, you gain resistance to acid damage, and you can freely swim in acid without taking damage.

Descending Dark[edit]

At level 14 your desolate dive spell has been strengthened with the power of the void. Your spell is now broken into 3 attacks. The first shakes the ground around 30 ft of you, everything in this area must make a strength saving throw or take 1d8 bludgeoning damage and be knocked prone, or half as much on a success. The second hit does 3d6 +your con mod force damage to all enemies within 5 ft of you if your attack roll is higher than their AC. Finally all creatures within 15 ft around you, and up to 30 ft above you in a cylinder must make a dexterity saving throw or take 3d6 +your con mod psychic damage.

Shaman stone Charm

Size of second hit increases to 10 ft and does 4d6 +your con mod force. 3rd hit increases to 20 ft, 40 ft up and does 5d6 + your con mod psychic damage.

Shade Cloak[edit]

Starting at level 15, the void has began to merge with you, granting you the shade cloak. Once a round when you dash you can become completely immune to all damage during the dash, you can also move through creatures but not walls. This ability recharges at the start of your next turn.

Charm Set 7[edit]

Sharp Shadow

Cost: 2 notches. When dashing through a creature with your shadow cloak, you can deal damage equal to your blade damage in psychic damage


Cost: 2 notches. You gain 3 spider companions of size small. These companions will all attack the nearest enemy to you and do 1d4 +2 slashing damage each and have a hit equal to your con mod +your proficiency bonus. When used while using the grubsong charm, The weaver's attacks will restore a small amount of soul equal to 1/3 a soul charge.

Joni's Blessing

Cost: 4 notches. All your hit points are converted into temporary hit points that cannot be healed, you also gain extra temporary hit points equal to 50% of your maximum hp before this charms effect. you regain all temporary hit points upon a short or long rest. When combined with lifeblood heart or core, their percentages will be added on top of this charm's. Charms like fragile heart are taken into consideration of your maximum hit points before this charm is calculated.

Soul Eater

Cost: 4 notches. Whenever you hit an enemy, you gain 4 full soul notches instead of one. When used alongside soul eater, you gain a full 6 every time you hit an enemy.

Grimmchild(level 3)/Carefree Melody

Cost:2(grimmchild) or 3(Carefree Melody) notches. When you gain access to these charms you must choose one of the two to pick between, you cannot use the other after this.


Grimmchild will now have a 60 ft range and does 5d6+5 fire damage with it's fireball attack. It has a +10 to hit

Carefree Melody

Every time you are hit by an attack or spell, roll a d20, on a roll of a 20 you take no damage or suffer any second effects from the attack that hit you. You must take damage before this effect can activate again.

Abyss Shriek[edit]

Starting at level 15, your Howling Wraiths Spell has been strengthened by the Void. The spell now hits everything in a 30 ft cone above you and does 4d6 +your con mod Psychic damage and 3d6 +your con mod Force damage on a failed constitution saving throw and deafens anyone hit, or half as much on a failed save a doesn't deafen.

Shaman Stone

The attack hits in a 60 ft cone above you as well as 10 ft in any direction next to you , the attack also does 14d6 (7d6 of each) damage on a failed save, or half as much on a success

Absolute Dream Blade[edit]

Starting at level 17 your dream blade has been fine tuned, you gain advantage on saving throws against creatures that would attack your mind.

Pure Blade[edit]

Starting at level 17, your blade has been forged with 3 pale or to its purest form, this blade doesn't chip, break, or dull in any way. This blade also does 2d8 +your dex mod slashing damage

Void Heart[edit]

Starting at level 17, you can choose whether or not you upgrade your kingsoul to the void heart. The void heart replaces the kingsoul and removes its effects. The void heart costs 0 charm notches and is always equipped, cannot be unequipped. While you have void heart any creatures of the void or the abyss will act friendly to you, and not attack you.

Charm Set 8[edit]

Starting at level 18 you gain access to the following charms:

Grubberfly's Elegy

Cost: 3 notches. While you have 3/4 of your maximum health or more, you gain access to a beam out of your sword that has a range of 30 ft, this beam does 1/2 the damage of your current blade. When combined with fury of the fallen, and you are below 1/4 of your max hp, you can shoot a red beam out of your blade that does the same base damage as your blade (Fury of the Fallen's power boost not put in)

Mark of Pride

Cost: 3 notches. Your melee range (including mantis claw) is increased to 10 ft. When combined with longblade, your blades range is 15 ft. Your mantis claw damage is also increased to 1d10.

Deep Focus

Cost: 4 notches. While focusing, you can expend one soul charge but both your action and bonus action to heal 20% of your maximum hit points. When combined with the quick focus charm, you can restore 20% as an action with one soul charge.


Cost: 4 notches. At the start of your turn you regain 5% of your maximum hit points. If you only have temporary hit points from Joni's Blessing, you regain these hit points only through Hiveblood

Unbreakable Upgrades[edit]

Starting at level 20 your fragile heart, greed, and strength charms, as well as the baulder's shell charms can no longer break

Salubra's Blessing[edit]

Starting at level 20, when taking a short rest, you regain all expended soul, for a maximum of nine soul charges

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