Vessel, Variant (5e Class)

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Vessel[edit]

A small, black figure with a white mask stands atop of a rocky cliff. Their pitch-black eyes stare out over the small town below. Their cloak billows in the wind howling around them. They draw their nail- a small, cracked, metal stick that comes to a point on the end- and jumps off the cliff, falling hundreds of feet to the stone cavern below.

A broken shell lays on the ground. It is long dead. Its soul of void has long since moved on, leaving just the body and the cracked white mask with curved horns laying on the ground. As a figure wrapped in a grey cloak approaches, little blobs of Infection taken form clamber into the empty head of the dead vessel. More and more clamber in, until finally they take over the body. It jerks upright and lets out a mighty roar, then lunges at the creature in front of it.

A large, black creature with massive horns producing from their white mask stands chained in the center of a large chamber glowing with orange light. They have been chained here for ages now. Their mind has slowly been corrupted, destroyed by the Infection raging within. Their eyes glow with orange light, even though they are blind to their surroundings. And, as a small black creature with a white mask walks in and starts breaking down the chains, they just tell themselves over and over again the same thing they have been telling themselves since they were told their purpose; "Do not think... Do not speak... Do not hope... Do not..."

Vessels are the spawn of the White Lady and the Pale King. They are imbued with void and are designed for one purpose- to contain the Infection.

Born of Wyrm and Void[edit]

Vessels are the spawn of the Pale King and the White Lady, imbued with void from the abyss. When the Infection started ravaging the the kingdom of Hallownest, the Pale King sought to contain it. So, he started creating the vessels. He and the White Lady gave birth to many vessels, imbuing them with the mysterious void from the abyss. However, almost all of them were flawed. Only one was chosen to contain the Infection- the Hollow Knight. After years of training, the Hollow Knight was prepared to contain the Infection. However, they were not perfectly hollow as they were trained to be. Their connection to the Pale King left them imperfect, impure, tarnished by an idea instilled. Still, even though the King knew they were imperfect, they were sealed away inside the Black Egg Temple, trapping the Infection in their mind. The Infection stopped for a while, but over time, as the Hollow Knight got more and more corrupted, the Infection started to creep back out, reanimating the corpses of the bugs that had died to the Infection previously and turning Hallownest into an infected Wasteland.

Cast-Aside Experiments[edit]

Creating a Vessel[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

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:
Weapons: simple weapons, longswords, rapiers, scimitars, and shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Acrobatics, History, Investigation, Perception, Persuasion, Stealth, and Survival

Equipment

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

Table: The Vessel

Level Proficiency
Bonus
Soul Meter Charm Notches Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 99 - Unarmored Defense, Soul Points, Focus Soul
2nd +2 99 3 Charms, 2
3rd +2 99 3 <!-Class Feature3-> 3
4th +2 99 3 Ability Score Improvement 3
5th +3 132 5 4 2
6th +3 132 5 4 2
7th +3 132 5 4 3
8th +3 132 5 Ability Score Improvement 4 3
9th +4 132 6 4 3 2
10th +4 132 6 4 3 2
11th +4 165 7 4 3 3
12th +4 165 7 Ability Score Improvement 4 3 3
13th +5 165 8 4 3 3 1
14th +5 165 8 4 3 3 1
15th +5 165 9 4 3 3 2
16th +5 165 9 Ability Score Improvement 4 3 3 2
17th +6 198 10 4 3 3 3 1
18th +6 198 10 4 3 3 3 1
19th +6 198 11 Ability Score Improvement 4 3 3 3 2
20th +6 198 11 4 3 3 3 2

Unarmored Defense[edit]

All you need is a cloak on your back to protect yourself from harm. While unarmored, your armor class is 10 + your Dexterity modifier + your Wisdom modifier.

Soul Points[edit]

You are a higher being connected to the soul of living creatures around you. You have a maximum number of soul points equal to the number in the Soul Meter column of the Vessel table. You start with 0 soul points, and you reset to 0 soul points whenever you finish a long rest. When you hit a creature with a weapon attack, you gain 11 soul points. You can use soul points on a variety of features throughout this class.

Focus Soul[edit]

You have learned how to focus your soul to heal yourself. As an action, you can expend 33 soul points to begin to focus. While focusing, your movement speed is reduced to 0, and you cannot take any actions or bonus actions. If you take damage before the start of your next turn, the focus ends. At the start of your next turn, you regain 1d8 + your Wisdom modifier hit points, and the focus ends.

Charms[edit]

At 2nd level, you gain access to charms, items that provide benefits to the wearer. You have 4 Charm List, and every time you level up you gain 2 more charms. If a charm has a prerequisite, you must meet that prerequisite to equip that charm.

Each charm has a charm notch cost. During a long rest, you may change and equip any number of Charm List that has a total notch cost less than or equal to the number in the Charm Notches column of the Vessel table. If you equip a Charms that would cause you to go over your total number of Charm Notches, you overcharm. While overcharmed, you gain vulnerability to all damage, and you cannot equip any more charms. If you lower the total charm notch cost back to below your Charm Notch maximum, the effect goes away.

Some Charm List have a synergy bonus with another charm. If you equip a charm that has a synergy bonus with another charm, the charm gains that synergy bonus if it is equipped at the same time as the other charm.

Soul Spells[edit]

At 2nd level, you have gained the ability to concentrate soul into powerful soul spells. As an action, you can expend 33 Soul Points to cast a soul spell. You learn the Vengeful Spirit spell at 2nd level, the Desolate Dive spell at 5th level, and the Howling Wraiths spell at 7th level. If a spell requires a saving throw, the DC is 8 + your proficiency bonus + your Wisdom modifier.

At 9th level, you imbue one of your spells with the power of Void. Choose one of your spells. They become void enhanced, and gain additional benefits as described underneath the soul spell descriptions. One more spell becomes void enhanced at 11th level, and again at 15th level.

Soul Spell Descriptions

Vengeful Spirit. You have learned how to conjure a spirit of the dead using your soul. When you cast Vengeful Spirit, every creature within a 5-foot wide, 30-foot long line of you in a direction of your choice must make a Dexterity saving throw. They take 2d8 force damage on a failed save, or half as much on a successful one.

Void Enhanced. If you choose to enhance the Vengeful Spirit with void, it upgrades into the Shade Soul. The damage increases to 3d8 force damage.

Desolate Dive. You gain the ability to concentrate soul into a powerful blast. When you cast Desolate Dive, every creature within a 15-foot radius of you must make a Dexterity saving throw. They take 2d8 force damage on a failed save, or half as much on a successful save. In addition, if they are within a 5-foot wide, 15-foot tall cylinder centered on yourself, they must make an additional Dexterity saving throw, taking an additional 1d8 force damage on a failed save, or half as much on a successful one.

Void Enhanced. If you choose to enhance the Desolate Dive with void, it upgrades into the Descending Dark. The damage within a 15-foot radius increases to 3d8 force damage. In addition, the cylinder's height increases from 15 feet to 20 feet, and the cylinder's damage increases to 2d8 force damage. Finally, the first attack roll against you before the start of your next turn has disadvantage.

Howling Wraiths. You have learned how to summon the voices of the deceased into a powerful blast of soul. When you cast Howling Wraiths, every creature within a 20-foot long cone of you must make a Dexterity saving throw. They take 2d8 force damage on a failed save, or half as much on a successful one. In addition, if a creature starts their turn within the cone, they take an additional 1d8 force damage.

Void Enhanced. If you choose to enhance the Howling Wraiths with void, it upgrades into the Abyss Shriek. The cone's size increases from 20 feet to 30 feet. In addition, the initial damage dealt increases to 3d8 force damage, and the damage they take if they start their turn in the cone increases to 2d8 force damage.


Vessel Pathway[edit]

At 3rd level, you chose a path of vessel. Choose between the Hollow Vessel, the Infected Vessel, and the Outcast Vessel, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th level, 11th level, and 17th level.

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]

At 4th level, you have been blessed with a cloak made of moth's wings, which you can use to propel yourself forward. As a bonus action, you may dash forward a distance equal to half your movement speed. You may pass through the space of other creatures. However, this movement can provoke opportunity attacks, as if you had simply walked through that space.

At 13th level, you imbue your mothwing cloak with the power of void to turn it into the Shade Cloak. Dashing forward no longer provokes opportunity attacks, and the first attack roll against you before the start of your next turn has disadvantage.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Charm List[edit]

Below is a list of all charms. If a charm has a prerequisite, you must meet that prerequisite to equip the charm.

Wayward Compass

Notch cost: 1 notch The needle on this metallic charm always seems to point north. If you are familiar with a location, you cannot get lost while in that area. Additionally, if you have a map of the location you are in, you can always find yourself on the map.

Gathering Swarm

Notch cost: 1 notch The beetles engraved in this charm seem to buzz with life. You are aware of the location of any coins within 30 feet of you. Additionally, as an action you may call up to 5 gp in coins within 10 feet of you towards you, landing in the palm of your hand.

Stalwart Shell

Notch cost: 2 notches This large shell has many small scratches on it, but seems relatively unharmed despite all the damage to it. Whenever you take damage, the next attack roll against you has disadvantage. This benefit only activates once per turn.

Soul Catcher

Notch cost: 2 notches

This metal charm draws the soul out of creatures. You gain an additional 3 soul points when you strike a creature with a weapon attack (11 soul points increases to 14).

Shaman Stone

Notch cost: 3 notches

This charm is made from the shell of a Snail Shaman and greatly increases the power of spells. When you cast Vengeful Spirit/Shade Soul, the width of the line increases by 5 feet and the length of the line increases by 10 feet, and you deal an additional 1d8 damage on a failed save. When you cast Desolate Dive/Descending Dark, the radius around you increases by 5 feet, the height of the cylinder increases by 5 feet, and you deal an additional 1d8 damage with both the shockwave and the cylinder of damage. When you cast Howling Wraiths/Abyss Shriek, the cone's length increases by 10 feet, and you deal an additional 1d8 damage on a failed save. In addition, if they start their turn in the cone, they take an additional 1d8 damage.

Soul Eater

Notch cost: 4 notches

This shell-shaped charm is an ancient Snail Shaman artifact. You gain an additional 8 soul points when you strike a creature with a weapon attack (11 soul points increases to 19).

Dashmaster

Prerequisites: 4th level

Notch cost: 2 notches

This charm is modeled in the likeness of a mysterious blue bug known only as "The Dashmaster." While wearing this charm, you may use your Mothing Cloak ability twice as a bonus action.

Sprintmaster

Notch cost: 1 notch

This charm is emblazoned with the likeness of a strange red bug known only as "The Sprintmaster." While wearing this charm, your movement speed is increased by 5 feet, and you can travel at a fast pace as if it were a normal pace.

Synergy. If this charm is equipped at the same time as the Dashmaster charm, your movement speed is increased by 10 feet instead of 5 feet.

Grubsong

Notch cost: 1 notch

This charm contains the gratitude of freed grubs. When you take more than 10 points of damage in a single hit, you gain 15 soul points.

Synergy. If this charm is equipped at the same time as the Grubberfly's Elegy charm, the amount of soul gained from taking damage increases by 10, to 25 soul points.

Grubberfly's Elegy

Prerequisite: 13th level

Notch cost: 3 notches

This charm contains the gratitude of grubs who will move to the next stage of their life, and it imbues your weapon with holy strength. When you make a melee attack, every creature in a 15-foot line in front of you must make a Dexterity saving throw (DC 13) or take 1d8 {5e|Damage Rolls#Damage Types|radiant damage}}. If you drop below 80% of your maximum health, you no longer gain the benefit of this charm.

Synergy. If this charm is equipped at the same time as the Mark of Pride charm, the distance of the line increases from 15 feet to 20 feet.

Unbreakable Heart

Prerequisites: 13th level

'Notch cost: 2 notches

This charm increases the health of the bearer, allowing them to take more damage. While wearing this charm, your hit point maximum increases by 2d8 + 2.

Unbreakable Strength

Prerequisite: 13th level

Notch cost: 3 notches

This charm strengthens the bearer, increasing the damage they deal to enemies. You may add your proficiency bonus to your weapon attacks.

Unbreakable Greed

Prerequisite: 13th level

Notch cost: 2 notches

This charm causes the bearer to find more coin all around them. When you take gold from a person or find gold in a certain location (such as a dungeon or a dragon's hoard), you may increase the amount of gold you find by 20%.

Spell Twister

Prerequisite: 5th level

Notch cost: 2 notches

This charm has a pearl embedded in the middle of it to help concentrate soul. The cost of Soul Spells decreases from 33 soul points to 24 soul points.

Steady Body

Notch cost: 1 notch

This heavy charm firmly anchors its bearer in place. You have advantage on saving throws against effects that would knock you backward, and any distance that you would be pushed backward is halved.

Heavy Blow

Notch cost: 2 notches This large metal charm seems to hum whenever you hold a weapon. Whenever you hit a creature with a melee weapon attack, you may push them 5 feet backwards.

Quick Slash

Prerequisite: 6th level or higher

Notch cost: 3 notches

This sharp charm allows the wielder to swing their weapon much faster. When you take the attack action, you may make a second weapon attack with the same weapon as a bonus action.

Longnail

Notch cost: 2 notches

This charm is comprised of a silvery shell. While you are wearing this charm, the reach of all melee attacks you make is increased by 5 feet. If you are wearing Mark of Pride, the benefits of each charm stack.

Mark of Pride

Notch cost: 3 notches This charm has mantis claws wrapping around a black shell in the middle. While you are wearing this charm, the reach of all melee attacks you make is increased by 10 feet. If you are wearing Longnail, the benefits of each charm stack.

Fury of the Fallen

Notch cost: 2 notches

This charm has glowing eyes in the middle of it, and it looks as if it is on fire. While you are at less than 20% of your maximum health, you roll an extra damage die for each melee weapon attack you make.

Thorns of Agony

Notch cost: 1 notch

This charm is made of twisting vines wrapping in a circle. When you take more than 10 points of damage in one turn, you may use your reaction to cause vines to sprout from your body. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 1d6 piercing damage on a failed save and no damage on a successful one.

Baldur Shell

Notch cost: 2 notches

This charm is made from the hard shell of a Baldur. When you Focus Soul, if you take damage before the end of your next turn, you may negate that damage to 0. The focus still ends. Once you use this feature 4 times, you can't do it again until you finish a long rest.

Defender's Crest

Notch cost: 1 notch

This charm has a flower on it that emits a noxious odor. When a creature moves into a space within 5 feet of you or starts its turn within 5 feet of you, they take 1d4 poison damage.

Quick Focus

Notch cost: 3 notches

This metal charm is emblazoned with a purple crystal in the middle. You may use your Focus Soul ability as an action, instead of it taking a full turn. You still cannot move during your turn if you focus soul.

Deep Focus

Prerequisite: 6th level or higher

Notch cost: 4 notches

This crystalline charm enhances the focusing of soul. When you use your Focus Soul ability, you may not move, take actions or bonus actions, or take damage for two turns instead of one. At the beginning of your thrid turn, you regain 3d8 + your Wisdom modifier hit points, instead of the normal 1d8.

Synergy. If this charm is equipped at the same time as the Quick Focus charm, it only takes one turn to focus per usual, but you regain 3d8 + your Wisdom modifier hit points when you focus.

Lifeblood Heart

Notch cost: 2 notches

This charm has a blue lifeblood center that boosts its wearer's health. Whenever you finish a short or long rest, you gain 3d8 temporary hit points.

Lifeblood Core

Notch cost: 3 notches

This charm is heavily infused with the power of lifeblood. Whenever you finish a short or long rest, you gain 5d8 temporary hit points.

Joni's Blessing

Notch cost: 4 notches

This charm is entirely composed of lifeblood and infused with the spirit of a long-dead bug. While you are wearing this charm, your hit point maximum increases by 40%, but you cannot use your Focus Soul ability, and you cannot regain any hit points through any means other than taking a long rest.

Sharp Shadow

Prerequisite: 13th level

Notch cost: 2 notches

This dark black charm has two prongs wrapping around it. When you use your Mothwing Cloak ability, if you pass through a creature when you dash, they take 1d8 force damage.

Synergy. If this charm is equipped at the same time as the Dashmaster charm, the damage dealt by dashing through a creature increases from 1d8 to 1d12 force damage.

Shape of Unn

Prerequisite: 15th level

Notch cost: 2 notches

This charm has an emblem of a slug emblazoned on it. When you focus soul, you may move up to half of your movement speed on your turn.

Synergy. If this charm is equipped at the same time as the Quick Focus charm, you may move up to your full movement speed while focus soul, instead of half your movement speed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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