Vessel (5e Class)

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Vessel[edit]

Vessels are customarily created through extremely complex grueling mystical rites meant to bind the consenting soul of a preeminent Being from Beyond to corporeal form (although, on very seldom occasions, they can also come to be by sheer happenstance usually fueled by uttermost desperation or necessity). Generally, this is done, with in mind, to compel netherworld aid in regards to a specific relatively short term task -as per appointed during the ceremony- preferably one which is not extensively diametrically opposed to the regular code of conduct of the Foreign Soul, or else, the ritual in question stands to flounder right from the get go (in a few rare instances with even some explicitly violent magical backlash). Ordinarily, if a particularly inexperienced or weak willed candidate is chosen as Vessel, a mismatched off-balanced relationship ensues in which the newcomer tends to supplant in will but the other more submissive party still has, at least at first, a certain say on matters.

Nevertheless, down the road, the Unseen Intruder -either by utter malice, simple inadvertence or frenzied need- winds up making quick work of the often much weaker mortal soul. Typically, the latter recurrently finds itself inescapably drawn towards the substantially higher resonating Immortal's Soul, only to over an over be forcibly repelled back; much like a moth persists in flying up to a flame just to be repeatedly pushed away from the staggering heat up til succumbing from exhaustion and burning. As such, the brittle mortal soul, with every shuddering impact, involuntarily sheds off a few layers of its own vitality, eventually wearing itself down to almost nothingness from ceaselessly grinding up against the more unyielding immortal one; The critical dissonance -deriving from the profoundly wide divergence in soul resonance between the two consciences occupying the same living receptacle- winds up systematically shattering all aspects of the frailer primary identity same as a shard of glass slowly fracturing due to coming into range of an overwhelming high pitched sound for far too many bouts... Resulting, in the Secondary Persona gaining growing dominance (to the detriment of its waning twain counterpart) which steadily renders the Vessel totally unrecognizable, not only in behavior but in appearance too; for, as time goes on, certain external features definitely start to adopt an increasingly more alien looking aspect to them.

By the same token, the more substance to a Vessel's soul, the longer it takes be dissipated by the aforementioned critical dissonance, byproduct of the soul pair up. Thus, if the assigned objective -initially stated during the soul binding invocation- is met, in a relatively short delay, as to instigate the immediate departure of the Supernatural Presence before the eradication of the Vessel's soul commences, only then, can the Vessel's individuality emerge relatively unscathed from the experience (notwithstanding, certain to be expected, slight residual amnesia and personality shifts). Otherwise, as in most cases, in which such a dreadful drawn out unbalanced inner dynamic presides, that which ends up subsiding can range from mangled pieces to mere fragments all the way to nothing but a fleeting echo of just the faintest memory of the original personality condemned to remain forever buried, inert and totally irrecoverable (short of Limited Wish Spell or Wish Spell). That last part of this scenario inevitably leads the Spirit Squatter to completely dominating the Vessel's empty shell of a body, being able to uninhibitedly straightaway firmly latch himself unto it and, henceforth, utilize it without compunction towards the completion of his preordained mission. Concurrently, with the reduced occupancy rate, the Entity now gains access to a more unobstructed conduit of power to the Beyond through which he can manifest a greatly amplified aptitude to wield more fully his innate abilities; making him not only a more formidable foe to contend with, but an equally more resistant Vessel to control.


However, a mortal's flesh, akin to a mortal's soul, is likewise not made to withstand the great strain stemming from prolonged exposure to the overbearing resonance emanating off an Immortal's Essence. And once the host's own soul resonance is no longer at play to somewhat shield against the encroaching soul resonance of the Occupying Spirit, the body sure-enough begins to rapidly degrade to the point where physical integrity can no longer be maintained. Accordingly, the more energy the Trespassing Outlander now expends, the proportionally swifter is the spread of anatomical decay which will unquestionably lead to the complete collapse of the Vessel's body -crumbling it off piece by piece off to dust- assuring its untimely demise. If this last conjuncture occurs with the initial mission having yet to be achieved, the Transient Visitor is then be contrived to either hastily find a way to bind itself to another Vessel in order to continue on or either, have no choice, but to retreat to whatever Plane of Existence from whence it was formerly summoned. Certain spells might briefly enable to effectively curb the tide of progressive degeneration to delay death, but ultimately, the Vessel's corporeal form cannot be indefinitely sustained through such extreme methods.

Yet, if the Entity's primary goal is met while solidly entrenched in the Vessel's body, following the latter's soul having been obliterated, two options now offer themselves to the former: Either selecting to vacate its earthly residence to return to the Reality from where it was called upon -which at the same instance puts an end to the somatic deterioration leaving in its wake a possibly very physically compromised ex-Vessel hollowed out both mentally and spiritually - or, either persist inhabiting its current walking corpse without reservation. Consequently, with his expanding new sense of freedom elicited from being discharged of his assignment, so keeps expanding the difficulty to keep him in check, which can culminate to an open defiance of the initiators of the soul binding endeavor and, depending on the nature and disposition of the Transcendent chosen to be enchained in such manner, this can prove quite a dangerous confrontation. Moreover, short of an unbinding soul ritual or some very high level magicks being realized to counter the Entity's resolve to stay put, he will strive to unrestrainedly pursue for as long as possible -unless otherwise impelled by some very powerful persuasive means- his own otherworldly agenda concerning the Material Plane upon which he has now gained an unimpeded foothold.



Although, the underlying goal of most Vessel spawning rites is the creation of a mighty spellcasting warrior Unworldly Ally, truth be told, their secondary intent is to also beget a very time constrained one (aimed for the completion of a specific undertaking).


On the other hand, if the chosen Vessel happens to be an individual blessed with an uncanny fortitude of acumen -whom is compelled to undergo a soul binding procedure meant to link him against his will to a Fiend/Specter/Celestial- the attempt has been known, now and then, to outright fail! Even if a forced possession does somehow initially succeed, down the road, such resilient Vessels on occasion can muster up enough force of will -especially if there's a huge incompatibility in temperament between the two cohabitants and, particularly in the face, of an act about to be committed which is in flagrant opposition to the host'score principles- to utterly expel the Outsider from within (sending it forthright back from where it came) and instantly regain full control of his body before his soul is irremediably destroyed by the dissonance from by the Entity. Ex-Vessels who have successfully

Moreover, under a certain not widely understood precise set of circumstances, a type of ambiguous precarious compatibility balance is achieved from the meshing of these two souls souls. Where an unpredictable Off which, the subsequent constant "grinding" between mortal conscience and immortal entity (stemming from occupying the same body) -just as flint being struck off steel- a mighty inexorable transcendental spark can be fated to occur: A supernatural catalytic cascade of sorts, triggering within the Vessel the emergence of a previously absent innate sensitivity to the same type of magical energies that which primarily compose the Foreigner, to the extent, that these individuals come to essentially evolve into natural viable conduits for those same aforementioned cosmic forces... Able to suddenly and instinctively -thanks to a spontaneous and growing understanding of the occult dynamics involved- manipulate through sheer will alone, the raging eerie power found newly coursing through their veins. But, in addition to all this, this Vessel finds, the further they advance in levels, that their soul becomes increasingly wrapped within a deeper layer of power -stemming from the stray strands of the very puissant and intoxicating essences of the Immortal Beings they encapsulate- a very foreign magic to say the least, which they can choose to tap in to on its surface with relatively if they so wish, but not without always entailing a certain amount of risk to themselves. To the point, where it is quite common for these individuals to ultimately lose themselves so completely to the Foreign Soul inhabiting their body as to becoming totally unrecognizable to the mortals they once were, whether it be concerning their life goals, physique and personality. The Vessel uses the Entity which inhabits it as its spellcasting focus, as well as, directly depending on it, in regards to certain spells and abilities, as one would on a Magical Patron; almost the same manner a Cleric might rely on its Deity for the granting of spells. Therefore, the Vessel comes off a bit as a cross-class between the Sorcery and Clerical magics: Owning simultaneously to some of the impromptu raw magical power granted to the Sorcerer class and to some of the greater spell accessibility granted to the Cleric class.

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 Acid Splash and Shocking Grasp 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 2 0 Spellcasting, Unarmored Defense 2
2nd +2 2 3 1 Bound Soul, Spiritual Resonance 3
3rd +2 2 5 1 4 2
4th +2 3 6 1 Ability Score Improvement 4 3
5th +3 3 7 2 Open Vessel 4 3 2
6th +3 3 8 2 Bound Soul Feature 4 3 3
7th +3 3 9 2 4 3 3 1
8th +3 3 9 2 Ability Score Improvement 4 3 3 2
9th +4 3 11 3 4 3 3 3 1
10th +4 4 12 3 4 3 3 3 2
11th +4 4 13 3 Open Vessel Improvement 4 3 3 3 2 1
12th +4 4 13 3 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 14 4 4 3 3 3 2 1 1
14th +5 4 15 4 Bound Soul Feature 4 3 3 3 2 1 1
15th +5 4 16 4 4 3 3 3 2 1 1 1
16th +5 4 16 4 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 17 5 Open Vessel Improvement 4 3 3 3 2 1 1 1 1
18th +6 4 17 5 True Bond 4 3 3 3 3 1 1 1 1
19th +6 4 18 5 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 19 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 2 cantrips of your choice from the sorcerer spell list. 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 two 1st-level spells of your choice from the sorcerer spell list.

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 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 use your Foreign Soul as an arcane focus for the spellcasting of 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 ostensibly more. 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's 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 1)

Resonant Guard

You may spend 1 Resonance Point and expend your bonus action to grant yourself advantage on the first saving throw you make before the beginning of your next turn.

Soul Ward

You may spend 1 Resonance Point and expend your bonus action to grant yourself temporary hit points equal to your Wisdom modifier. (Minimum 1) These temporary hit points last for 1 minute and they do not stack.

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.

Open Vessel[edit]

Beginning at 5th level, you learn to utilize the foreign soul's power in combat by manifesting weak spiritual servants known as "Passengers". When you first gain this feature, you may spend 2 Resonance points to summon a single Passenger and give it one action as a bonus action. The Passenger will remain for 1 minute and may act on subsequent turns at the cost of your bonus action. The like At 11th and 17th level, you may spend an additional Resonance Point to summon an additional Passenger. (3 Points for 2 Passengers at 11th level, and 4 Points for 3 Passengers at 17th level) When commanding several Passengers, they all act on your bonus action. Passengers summoned with this feature remain for 1 minute or until destroyed or dispelled. (As a bonus action by you)The Passenger's stats are as follows:

Passenger

STR:8

DEX:8

CON:8

INT:8

WIS:8

CHA:8

Hit Points: 10

Armor Class: 15

Movement Speed: 20 (Walk)

Action: (Single)

Ranged Attack, 30,60 foot range, +4 attack modifier, 1d6 force damage

Damage Immunity: piercing, slashing, bludgeoning from nonmagical weapons that are not silvered, acid, poison

Damage Vulnerability: radiant, necrotic, force


-As an action, you may also cast touch-ranged or cone spells through your Passengers as if you were in their place, using your own spell attack bonus or spell save DC

-At 1st level, your joining with the Foreign Soul is still too weak to be able to fully incarnate a true Passenger in order to aid you in combat. Nonetheless, your fledgling connection to the Entity inhabiting you permits you to accomplish certain useful feats utilizing its foreign powerful spiritual energy. By summoning forth a tiny amount of this spiritual energy, it permits you to instantly form Mage Hand (as the Cantrip spell). The only difference in regards to the actual Mage Hand cantrip, is that you can choose whether the ghostly hand you call forth into existence will be made to appear visible or invisible, all the while possessing the ability to effectively alternate it at will between a visible or invisible state. Though, whenever opting for its visible version, the likeness of the Mage Hand is always made to resemble a medium sized translucent twin image of your Entity's actual hand. The total number of Mage Hand able to be cast in such manner is equal to your Competence Bonus per short rest. i.e A Vessel with a proficiency bonus of +2 will be able to cast Mage Hand twice per short rest.

In addition, at 1st level, you are further able to summon forth a greater amount of this spiritual -through a 10 minute light meditative communion trance- to just enough either form an Unseen Servant (as per the Unseen Servant 1st Spell) or a Tenser's floating disc (as per the Tenser's Floating Disc 1st level spell). The only difference as to the actual Unseen Servant spell, is that you can choose whether the Unseen Servant which you call forth into existence, will be made to appear visible or invisible, all the while possessing the ability to effectively alternate it at will between a visible and invisible state. Though, whenever opting for its visible version, the likeness of the Unseen Servant always is always made to appear as a medium sized translucent twin image of your Entity; baring a lifeless and bored expression in permanence, with the occasional soundless exaggerated sigh coupled with a distinctive rolling of eyes whenever asked to carry out tedious unpleasant chores or perform tasks which will flagrantly place it in the path of harm. The combined number of Unseen Servant and Tenser's Floating Disc able to be summoned forth in this manner is equal to your competence bonus per long rest. i.e A Vessel with a proficiency bonus of +2 will be able to summon an Unseen Servant twice per long rest.

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 entity has been tightly bound to your soul. This dark and malicious spirit is a relentless force of destruction and is willing to share its fire and deception magics with you. As a result, you start radiating an extremely faint barely perceptible Fiend aura which gets progressively stronger while you advance in Vessel level just as your mortal weakens accordingly in intensity. You also gain Infernal as a bonus language and begin to be able to passively sense the presence and general direction (but not necessarily the exact location) of fellow Fiend beings or Fiend imbued objects within a 20 feet radius. At 10th level this increases to 40 feet and at 20th level to 60 feet. Also starting from 1st level, this fiendish claim to your soul grants you the Vessel Cantrips of Firebolt and Minor Illusion (combined number of uses equal to your proficiency bonus per short rest}.However, this boon comes with a price... Henceforth, you suffer a Disadvantage with saves, weapon and spell attacks versus creatures under the effects of Protection from Evil spell. Additionally, the spell effect causes your spell save DC to be reduced by 3 when applied to spells that deal any sort of damage.



Along with access to the 1st level Vessel Spells of the Burning Hands and Disguise Self (combined number of Vessel Spell uses equal to your proficiency bonus per long rest). Just as Vessel Cantrips, 1st level Vessel Spells do not require components, nor do they count towards your Known Spells and per Spell Level slots. However, this boon comes with a price... Henceforth, you suffer a Disadvantage with saves, weapon and spell attacks versus creatures under the effects of Protection from Evil spell. Additionally, the spell effect causes your spell save DC to be reduced by 3 when applied to spells that deal any sort of damage.

Starting at 3rd level, your deepening soul merge with your Fiend counterpart translates in the acquisition of more powerful Vessel Spells. These spells though can only be exclusively cast at the cost Resonance Point(s)and are such considered Vessel Resonance Spells. They require no components and do not count against your Spells Known or per Spell Level slots. No more than the maximum number of Resonance Points awarded according to Vessel level can be used for Vessel Resonance Spellcasting per long rest.

   Vessel  Vessel Resonance            Point
    level   Spells                      Cost
    3rd  : Alter Self, Scorching Ray     1
    5th  : Fireball, Major Image         1
    7th  : Polymorph, Wall of Fire       2
    9th  : Seeming                       2   
    11th : Disintegrate                  3
    13th : Fire Storm                    3
    15th : Incendiary Cloud              4
  
Fiendish Form

Beginning at 2nd level, as a bonus action you can grow claws as your skin grows leathery and fiend like in appearance. Your transformation can last up to two hours long but you can revert as a bonus action back to your normal appearance at anytime. Whenever you fall unconscious, your appearance normalizes back to your regular form. Your unarmed attacks now deal 1d4 + STR modifier slashing damage (magical) and you are considered proficient in their use. Your number of transformation is equal to your Proficiency Bonus per long rest. 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 non magical weapons that are not silvered.

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

Foreign Soul: Specter[edit]

A deceased mortal has claimed your soul as its host. This restless and tortured spirit offers you memories of another life and is willing to share its ghostly and ethereal magics with you. In turn, you start radiating an extremely faint barely perceptible Undead aura which gets progressively stronger while you advance in Vessel levels just as your mortal aura accordingly weakens in intensity. This spectral claim to your soul grants you any one language spoken by the Specter spoke during his lifetime as a bonus language and some limited access to the Message and Dancing Lights Cantrips.(combined number of uses equal to your Proficiency Bonus per short rest). However, this boon comes with a certain price... Henceforth, you suffer Disadvantage with saves, weapon and spell attacks for the duration of when you find yourself within the area of a Turn Undead effect. Additionally, being subjected to a Turn Undead effect, causes your own spell save DC to be reduced by 3 when applied to spells that deal any sort of damage.

just as you begin to passively being able to sense the presence and general direction (but not necessarily the exact location) of Undead beings or Undead imbued objects within a 20 feet radius. At 10th level this radius increases to 40 feet and at 20th level to 60 feet.



Along with access to the 1st level Vessels Spells of Feather Fall and Fairie Fire (combined number of Vessel Spells uses equal to your Proficiency Bonus per long rest}. Just as Vessel Cantrips, Vessel Spells do not require components, nor do they count towards your Known Cantrips/Spells or per Spell Level slots. Starting at 3rd level, your deepening soul merge with your Specter counterpart, translates in the acquisition of more powerful Vessel Spells. These spells though, can only be exclusively cast at the cost of Resonance Point(s) and are such considered Vessel Resonance Spells. They require no components and do not count against your Spells Known or per Spell Level slots. No more than the maximum number of Resonance Points awarded according to Vessel level can be used for Vessel Resonance Spellcasting per long rest.

   Vessel   Vessel Resonance                         Point
    level      Spells                                Cost
    3rd  : Invisibility, See Invisibility             1
    5th  : Gaseous Form, Fly                          1
    7th  : Dimension Door, Greater Invisibility       2
    9th  : Animate Objects, Telekinesis               2   
    11th : Globe of Invulnerability                   3
    13th : Etherealness                               3
    15th : Power Word Stun                            4

Wisdom of the Dead

At 2nd level, you further gain another small bit of the Foreign Soul's knowledge. You gain another proficiency in any 1 skill of your choice, learn any 1 language of your choice, and gain proficiency in any 1 tool or musical instrument of your choice. Additionally, you gain a Cantrip of your choice and a 1st level Spell of your choice from the Sorcerer Spell List. These do not count against your Known Spells.

Grave Magics

At 6th level, the foreign soul shares more of its unearthly knowledge. You gain another proficiency in any 1 skill of your choice, learn any 1 language of your choice, and gain proficiency in any 1 tool or musical instrument of your choice. Additionally, you gain expertise in a single skill with which you are already proficient. You also get to learn any 1 cantrip of your choice of any spellcasting class and any one up to 4th level spell from any spellcasting class. This cantrip and Spell don't count against your Known Cantrips/Spells slots.

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 being has been solidly imprinted upon your soul. This caring and benevolent spirit is a great force for good and is willing to share its protective and restorative magics with you. As a result, you start radiating an extremely faint, barely perceptible Celestial aura which gets progressively stronger while you advance in Vessel levels, just as of your mortal aura weakens accordingly in intensity. In turn, you also begin to passively being able to sense the presence and general direction (but not necessarily the exact location) of fellow Celestial beings or objects within a 20 feet radius of yourself. At 5th level the radius increases to 40 feet, at 10th level to 60 feet, at 15th level to 80 feet and at 20th level to 100 feet. You gain Celestial as a bonus language. Also, starting at 1st level, this celestial claim to your soul grants you the Vessel Cantrips of Friends and Light (combined number of Vessel Cantrip uses equal to your proficiency bonus per short rest}. Along with access to the 1st level Vessel Spells of Shield and Charm (combined number of Vessel spell uses equals to your Proficiency Bonus per long rest). Just as Vessel Cantrips, Vessel Spells do not require components, nor to they count against your Known Cantrips/Spells and per Spell Level slots. However, this boon comes with a certain price... Henceforth, you suffer Disadvantage on your rolls with saves, weapon and spell attacks versus creatures under the effects of Protection from Good spell. Additionally, the spell effect causes your own spell save DC to be reduced by 3 when applied to spells that deal any sort of damage.

Starting at 3rd level, the increased soul merging with the your Celestial counterpart translates in the acquisition of more powerful Vessel Spells. These spells though, can only be exclusively cast at the cost Resonance Point(s) and are as such called Vessel Resonance Spells. They require no components and do not count against your Known Spells or per Spell Level slots. No more than the maximum number of Resonance Points awarded according to Vessel level can be used for Vessel Resonance Spellcasting per long rest.

  Vessel    Vessel Resonance                             Point
   level        Spells                                    Cost
    3rd  : Blindness/Deafness, Enhance Ability             1
    5th  : Daylight, Protection from Energy                1
    7th  : Banishment, Dominate Beast                      2
    9th  : Creation, Dominate Person                       2   
    11th : Sunbeam, True Seeing                            3
    13th : Prismatic Spray                                 3
    15th : Sunburst                                        4
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 either as a Regular Spell or a Vessel spell (combined number of Vessel spell uses equals to your proficiency bonus per long rest). This does not count against your Known Spells and per Spell Level slots.

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 Regular Spell or a Vessel spell (combined number of Vessel spell uses equals to your proficiency bonus per long rest). This does not count against your Known spells and per Spell Level slots.

Soulsnger

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 Regular Spell or a Vessel spell(combined number of Vessel spell uses equals to your Proficiency Bonus per long rest). This does not count against your Known Spells and per Spell Level slots.

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.


Perspective from Beyond

The quasi-all encompassing view which all 3 types of Inhuman Souls possess, can't help but -through the very intimate link shared with their respective Vessel- to somewhat leech in small part unto the constricted mortal heart of the latter, expanding it by attenuating some of its earthly constrictions. This happenstance sliver of immortal perspective with which a Vessel gets graced -simply from their sheer proximity to their Foreign Presence within- transcends into the ability at 1st level to cast (following a 10 minute light meditative communion session with the Entity) Comprehend Languages but strictly as a Vessel Communion Spell (no components required) once per short rest (maximum number of uses equal to your Proficiency Bonus per long rest). At higher levels, you gain access to further Vessel Communion spells -all requiring a 10 minute light meditative communion with the Entity- and no components to be cast: At 3rd level, Detect Thoughts and at 5th level, Tongues.

Perception from Beyond

The vast otherworldly insight that all 3 types of Inhuman Souls hold, can't help but -through the very intimate link shared with their respective Vessel- to somewhat leech in small part unto the restricted mortal mind of the latter, enhancing it by attenuating some of its earthly restrictions. This happenstance sliver of immortal perception with which a Vessel gets graced -simply from just their sheer proximity to their Foreign Presence within- transcends into the ability at 1st level to cast, (following a 10 minute light meditative communion with the Entity) Identify but strictly as a Vessel Communion Spell (no V S or M components required) once per short rest (maximum number of uses equal to your Proficiency Bonus per long rest). At higher levels, you gain access to further Vessel Communion spells, all requiring t same hat 10 minute meditative communion with the Entity and no components to be cast: At 3rd level, Enhance Ability, at 5th level, Clairvoyance, and at 8th level, True seeing.

Additionally at 1st level, a Vessel is granted Darkvision of 30 feet. His enhanced visual acuity reflecting his shared senses with the foreign entity inhabiting his body. Often, when looking upon the Vessel's eyes, many have said to have caught a momentary glimpse of a foreign alien gaze staring right back at them. As the Foreign Soul anchors itself more firmly to its Vessel as they advance in levels, the two tending closer towards to becoming of one mind, the Darkvision range is in relation increased by an additional 30 feet for every five Vessel levels attained (up to a maximum range of 120 feet). If a Vessel already possess the Darkvision ability prior to the Soul binding, the increment bonus of 30 feet is then added to his existing Darkvision range (up to maximum range of 120 feet).

Protection from Beyond

The overpowering eternal nature of which all 3 types of Inhuman Souls consist, can't help but -through the intimate link shared with their respective Vessel- to somewhat leech in small part unto the frail mortal body of the latter, reinforcing it by attenuating some of its earthly vulnerabilities. This happenstance sliver of immortal protection with which the Vessel gets graced from just their sheer proximity to their Foreign Presence within, transcends starting from 1st level into the obtainment of certain boons depending on the type of Entity inhabiting them.


    Foreign Soul           Vessel Level                      Boon
        Fiend                   1st                     Advantage to Saves versus Fire Damage    
        Fiend                  10th                     Resistance versus Fire Damage
        Fiend                  20th                     Immunity versus Fire Damage
        Specter                 1st                     Advantage to Saves versus Necrotic Damage   
        Specter                10th                     Resistance versus Necrotic Damage
        Specter                20th                     Immunity versus Necrotic Damage
        Celestial               1st                     Advantage to Saves versus Radiant Damage
        Celestial              10th                     Resistance versus Radiant Damage
        Celestial              20th                     Immunity versus Radiant Damage

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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