Nothing Special   »   [go: up one dir, main page]

The Vessel Class v9.2.0 by Tortoxicion

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

The Vessel

1
The Vessel Warp Spasms
A vessel, as the name suggests, is a carrier, a host to a strange
A circle of cultists surround a weak gnome sitting in a ritual circle.
essence of power. This power can sometimes be another entity or
Their chains summon eldritch magic that seeps into the gnome
consciousness. Vessels permit it to take over their body, transforming
giving them magic, as well as shifting them into a horrible
them into a physical manifestation of their power. This form
abomination. The magic puts the gnome into a terrifying rage, who
enhances their abilities and grants them new ones; even in their
lashes out with tendrils, killing the cultists.
normal form, its power leaks into their everyday life. This essence
Two bandits corner a mature elf in an alley, holding their daggers
can shift their vessels into a variety of shapes based on the essence’s
close to the elf’s neck. Fur rips through their would-be victim’s skin,
nature, from an imposing beast to a horrible abomination. They also
and hands melt into deadly claws, and the elf’s shadow grows,
use this new form for a variety of needs, from battle to traveling. The
looming over them. It’s too late for the bandits; their fate is sealed.
vessel and their essence grow together, unlocking potential in each
A meek alchemist ponders over a glowing vial, and after a other.
moment of doubt, he drinks the whole thing. After a moment of
silence, his body twists and contorts into a mass of flesh and
tentacles, only barely resembling a man.
Duality of One
Unpredictable, uncanny, able to shift into a mockery of Vessels are uncommon in the many worlds of D&D. They share their
themselves and split between two forms. When you’re a vessel, existence with a sentient force within them that has their own goals,
you’re never truly alone. bonds and flaws. This force can drive a vessel to learn more about
their situation, become consumed by it, embrace it, or rid themselves
of it. They are considered some form of shapechanger, that master a
single form such as a lycanthrope.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The source of this essence varies greatly and is never so simple. Essence Quirks
Their powers are mostly if not always accidental and unpredictable. Your freakish alternative form can have odd or uncanny
Some search for this power through magical curses and rituals, or personalities, giving them quirks to make them distinct from your
even more artificial alchemical means. normal form. You can use the following table to customize your
character's essence in addition to the trait, ideal, bond, and flaw from
Creating a Vessel your background.
The origin of your vessel is crucial to its development. Work with
d8 Quirks
your DM when deciding how your character became gained this
ability and the characteristics of your manifestation. Some of the 1 They always need something to chew on.
more important details to consider are when, where, and how you
gained your power.
2 They speak in the third person.
Think about their relationship with this essence. Do they love it, 3 They have odd primal urges and often act animalistic.
hate it, or maybe even fear it? Along with that, how does your
monster feel about you? Do they see you as dead weight, a friend, or
4 They are completely unable to lie.
an enemy? Maybe they want to get rid of you altogether. Also, how 5 They have trouble showing or understanding emotion.
do they act? Tame, vicious, quirky? Think of their bonds, flaws, and
alignment. Incredibly afraid of mirrors and will do anything to
6
avoid them.
Like your character's appearance, describing how your
manifestation looks is also very important. Your form should 7 All food is finger food to them.
complement the Essence Form you pick. The transformation from
man to the monster is significant too. Is it unpleasant or torturous? Is 8 The more people there are, the quieter they are.
there a unique sequence you go through? Does your character
remember what happens when you transform? Does your character
have any sway over it's actions?

The Vessel
Proficiency Form
Level Bonus Features Transformations Strike
1st +2 Manifest, Uncanny Emergence, Essence Form 2 1d8
2nd +2 – 2 1d8
3rd +2 Dual Minds 2 1d8
4th +2 Ability Score Improvement 2 1d8
5th +3 Extra Attack 3 1d8
6th +3 Emergence Feature, Mana Infusion 3 1d10
7th +3 Enhance Ability 3 1d10
8th +3 Ability Score Improvement 3 1d10
9th +4 Essence Feature 4 1d10
10th +4 Emergence Feature 4 1d10
11th +4 Empowered Form 4 1d12
12th +4 Ability Score Improvement 5 1d12
13th +5 Kindred Intuition 5 1d12
14th +5 Essence Feature 5 1d12
15th +5 Emergence Feature 5 2d8
16th +5 Ability Score Improvement 5 2d8
17th +6 Unleashed Form 6 2d8
18th +6 Emergence Feature 6 2d8
19th +6 Ability Score Improvement 6 2d8
20th +6 Legendary Essence 6 2d8

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can't cast spells, transforming doesn't break your
Quick Build
You can make a vessel quickly by following these suggestions. First, concentration on a spell you've already cast, however, or prevent
you from taking Actions that are part of a spell, such as Confusion,
put your highest ability score in Constitution, followed by Charisma.
that you've already cast.
Second, choose the hermit background.
You retain the benefit of any features from your class, race, or
Class Features other source and can use them if the new form is physically
capable of doing so.
As a vessel you gain the following class features.
Your form deals a 1d8 in damage it makes with it's attacks,
Hit Points included in its statblock. This die changes as you gain vessel
Hit Dice: 1d8 per vessel level levels, as shown in the Form Strike column on the Vessel table.

You choose whether your equipment falls to the ground in your


Hit Points at 1st Level: 6 + Constitution Modifier
space, merges into your new form, or is worn by it. Worn
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution equipment functions as normal, but the DM decides whether it is
modifier per vessel level after 1st practical for the new form to wear a piece of equipment, based on
the creature's shape and size. Your equipment doesn't change size
or shape to match the new form, and any equipment that the new
Proficiencies form can't wear must either fall to the ground or merge with it.
Armor: Light armor, medium armor
Equipment that merges with the form has no effect until you leave
the form.
Weapons: Simple weapons

Tools: one of your choice Uncanny Emergence


At 1st level, you choose the path thats best defines how you gained
Saving Throws: Constitution, Charisma
and command your essence. Choose Unhinged Alchemist, Altered
Skills: Choose two skills from Acrobatics, Athletics, Insight, Mage, or Primal Curse, all detailed at the end of the class
Intimidation, Perception and Survival description. The uncanny emergence you choose grants you features
at 1st level and again at 6th, 10th, 14th, and 18th level.
Equipment
You start with the following equipment, in addition to the equipment Essence Form
granted by your background:
At 1st level, you choose a essence that represents the nature and
(a) leather armor or (b) padded armor capabilities of your form. The Brute, Lycan, Araneae, Horned, Avian
(a) a light crossbow and 20 bolts or (b) any simple weapon and Aquatic, each option is detailed at the end of the class
(a) a dungeoneer's pack, (b) a scholar’s pack or (c) any two tools description. This essence you choose grants your form's statblock
additional traits and attributes at 9th, and 15th level as indicated
Manifest within the statblock.

You can transform into a manifestation of a more inhuman mockery


of yourself and your essence. On your turn, you can transform into
Dual Minds
your form as a bonus action. Additionally, you gain the Shapeshifter Starting at 3rd level, the being within your pairs with your mind
subtype. giving it strength. You have an advantage against being frightened
Your transformation lasts for 1 minute. It ends early if you are and charmed. You also have advantage against effects that would
knocked unconscious, reach 0 hit points or die. You can also end change your memories, and emotions.
your transformation on your turn as a bonus action. Once you have
transformed the number of times shown for your vessel's level in the Ability Score Improvement
Manifestations column of the Vessel table, you must finish a long When you reach 4th level, and again at 8th, 12th, 16th, and 19th
rest before you can transform again. level, you can increase one ability score of your choice by 2, or you
While you are transformed, the following rules apply: can increase two ability scores of your choice by 1. As normal, you
can't increase an ability score above 20 using this feature.
Your game statistics are replaced by the statistics of the epitome,
but you retain your ability scores and senses. You also retain all of
your skill and saving throw proficiencies.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
When you transform, you assume the form's hit points, you share whenever you take the Attack action on your turn.
hit dice with the form. When you revert to your normal form, you
return to the number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points, any
Mana Infusion
excess damage carries over to your normal form, For example, if At 6th level, while transformed your attacks count as magical for the
you take 10 damage in this form and have only 1 hit point left, you purpose of overcoming resistance and immunity to nonmagical
revert and take 9 damage. As long as the excess damage doesn't attacks and damage.
reduce your normal form to 0 hit points, you aren't knocked
unconscious.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Enhanced Ability Unhinged Alchemist
At 7th level, you allow your essence to tap into your skills further Those of this origin are trained in the art of alchemy, creating
enhancing them. Choose two skills you are proficient in, while amazing elixirs and strange compounds. Your work can sometimes
transformed you double your proficiency bonus for checks you make be called mad or wicked, especially when your prime test subject is
with those skills for the duration of the transformation. yourself. Your powers are artificial in nature, coming from your
research and knowledge of transmutation and alchemy.
Empowered Form
At 11th level, you can push your epitome further increasing its
Alchemical Training
Beginning when you choose this embodiment at 1st level, you have
might. When you use your Manifest feature, you can spend one
learned the arts of alchemy and potion making through your studies.
additional use of your transformations to give your form the You gain proficiency in two tools of your choice from: alchemist’s
following benefits for the duration of the transformation:
tools, poisoner's kit, or herbalism kit.
Your form becomes large. Additionally, you gain proficiency in your choice of the Medicine
You deal an extra 1d4 damage with melee and ranged attacks. or Nature skill.
You have an advantage on on checks and saving throws that rely
on Strength. Unstable Mixture
Your epitome's hit points increases by +5. At 1st level you have brewed a series of unpredictable potions.
When you finish a long rest, you create a number of unstable
Kindred Intuition mixtures equal to your Intelligence modifier + proficiency bonus. As
an action, you can throw this potion up to 30/60 feet, shattering it on
Starting at 13th level, you and your other half are able to work impact. Make a ranged attack against a creature or object, treating
together and pierce through others true intentions. You have the unstable mixture as a simple weapon. On a hit, the target takes
advantage on Wisdom (insight) checks, and you gain truesight up to 1d6 + your Intelligence modifier damage, roll on the Mixture
5 feet. Damage table to determine the damage for that attack.
This potion's damage increases by 1d6 when you reach 5th Level
Unleashed Form (2d6), 11th level (3d6) and 17th level (4d6).
At 17th level, your can unhinge your essence unleashing its
expansive potential. When you use your Manifest feature, you can
Mixture Damage
spend two additional uses of your transformations to give your form d6 Damage Type
the following benefits for the duration of the transformation:
1 acid
Your form becomes huge. 2 cold
You deal an extra 1d6 damage with melee and ranged attacks.
You have an advantage on on checks and saving throws that rely 3 fire
on Strength.
4 lightening
Your epitome's hit points increases by +10.
You deal double damage to objects and structures 5 necrotic
Your reach increases by 5 feet.
6 poison
Legendary Essence
Essence Brand (Alchemical)
Starting at 20th level, you and your inner companion become a At 1st level when you choose this emergence, you can choose your
legendary duo. forms creature type from: elemental, giant, humanoid, monstrosity,
Once per short or long rest, if you fail a saving throw, you can ooze, or plant.
choose to succeed instead.
Your form gains access to legendary actions, included in its stat Easy Design
block. At 6th level, you created a more easy to use design to your mixtures.
Additionally, your transformation ends early only if you fall Your throwing range for your unstable mixtures increases to 60/120
unconscious the form drops to 0 hit points, or if you choose to end it. feet.
Additionally, you can now throw unstable mixtures as an Action
Uncanny Emergence and a Bonus Action.

How a vessel gain this essence greatly shapes the nature of their Essence Elixir
power. Some let it consume them, others try to hide it and some At 10th level, you pour your essence into your work. When you
dominate it. Here are the Uncanny Emergence options you can finish a short or long rest you create one Essence Elixir. A creature
choose at 1st level. can use a bonus action to drink the potion, or feed the potion to a
creature to shift them into a monstrous form. While shifted the
creature gains the following effects:

You gain a +1 bonus to saving throws.


Your overall AC increases by +1.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You gain a number of temporary hit points equal to double your
character level or CR (minimum of 2). If any of these remain Altered Mage
when this shift ends, they are lost. Vessels of this origin are trained in the arcane arts and more. Your
You grow claws that are natural weapons, which you can use to essence comes from rituals and other magical infusions of usually
make unarmed strikes. If you hit with them, you deal slashing dark magics that were forced upon you. You harness energy from
damage equal to 1d8 + your proficiency bonus, instead of the your essence to empower yourself and so does it in return.
bludgeoning damage normal for an unarmed strike.

This effect lasts for 1 minute, you drop to 0 hit points or die. This
Spellcasting
Beginning when you choose this emergence at 1st level, your ancient
elixir has no effect on constructs. If you drink this elixir instead of
connection to elder magic has given you the ability to cast spells.
gaining the effects of the shift you instead transform as if you used
See chapter 11 for the warlock spell list Player’s Handbook (p. 210).
your Manifest feature without extending a use of the feature.
Cantrips. You learn two cantrips of your choice from the warlock
spell list. You learn an additional warlock cantrip of your choice at
Desperate Brew 12th level.
At 14th level, when the time calls for it you quickly create an
unpredictable elixir in a panicked brew. As an action, you can create Spell Slots. The Altered Mage Spellcasting table shows how
a random potion if you have alchemist's tools on your person. This many spell slots you have to cast your warlock spells of 1st level and
potion lasts for 1 minute afterwards it expires and loses its unique higher. To cast one of these spells, you must expend a slot of the
properties if not used due to its unstable mixture. Roll on the spell's level or higher. You regain all expended spell slots when you
Makeshift Potion table below to randomly determine what potion finish a long rest.
you create. For example, if you know the 1st-level spell witch bolt and have a
1st-level and a 2nd-level spell slot available, you can cast witch bolt
Makeshift Potion using either slot.
1d12 Potion Spells Known of 1st-Level and Higher. You know one 1st-
level warlock spell of your choice.
1 Potion of Fire Breath The Spells Known column of the Altered Mage Spellcasting table
shows when you learn more warlock spells of 1st level or higher.
2 Potion of Diminution
Each of these spells must be of a level for which you have spell
3 Potion of Clairvoyance slots. For instance, when you reach 10th level in this class, you can
learn one new spell of 1st or 2nd level.
4 Potion of Gaseous Form
Whenever you gain a level in this class, you can replace one of the
5 Superior Potion of Healing warlock spells you know with another spell of your choice from the
warlock spell list. The new spell must be of a level for which you
6 Potion of Invisibility
have spell slots.
7 Potion of Speed Spellcasting Ability. Charisma is your spellcasting ability for
your warlock spells, since you develop your spells your connection
8 Potion of Water Breathing
with the entity inside you and your arcane teachings. You use your
9 Potion of Growth charisma whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting the saving
10 Potion of Mind Reading throw DC for a warlock spell you cast and when making an attack
11 Potion of Invulnerability roll with one.

12 Potion of Flying Spell save DC = 8 + your proficiency your +


Charisma modifier bonus
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all expended Spell attack modifier = 8 + your proficiency your +
uses of it when you finish a long rest. You can use two uses of this Charisma modifier bonus
feature to instead pick a potion of your choice off the table.
You can’t use this feature while transformed.
Information of these potions can be found in the Dungeon
Master’s Guide (p. 187-188).

Eurika
At 18th level, you made an amazing break through in your
alchemical study. You gain the following effects:

You are immune to poison and disease.


Potions made with the Desperate Brew feature can be used as a
bonus action.
You double your proficiency bonus with checks you make with
your alchemist’s tools, poisoner's kit and herbalism kit.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Altered Mage Spellcasting
Shared Burden
At 18th level, you share your concentration with your essence. You
Vessel Cantrips Spells –Spell Slots per Spell Level– can concentrate on two spells at once, if at least one spell is targeted
Level Known Known 1st 2nd 3rd 4th only towards yourself.
1st 2 2 1 — — —
Primal Curse
2th 2 2 2 — — —
Some become afflicted by primal or fey curses, primarily
3th 2 3 2 — — — lycanthropy. A vessel of this origin contains a feral essence that is
not so easy to control. They use this curse to rip through foes and
4th 2 3 3 — — —
dribble on the balance of man or monster.
5th 2 4 3 — — —
6th 2 4 3 — — —
Fey Resilience
Beginning when you choose this emergence at 1st level, your curse
7th 2 5 4 2 — — grants your essence a high level of fortitude. While transformed,
bludgeoning, piercing, and slashing damage you take from
8th 2 6 4 2 — — nonmagical attacks not made with silver weapons are reduced by an
9th 2 6 4 2 — — amount equal to your Constitution modifier.

10th 2 7 4 3 — — Beastly Influence


11th 2 8 4 3 — — at 1st level, your essence opens your mind to new feral feelings. You
gain proficiency in one skill of your choice and your from: Animal
12th 3 8 4 3 — — Handling, Intimidation, Nature, Perception, or Stealth.
13th 3 9 4 3 2 — Additionally, You have the ability to communicate in a limited
manner with beasts. They can understand the meaning of your
14th 3 9 4 3 2 — words, though you have no special ability to understand them in
return if they cannot speak.
15th 3 10 4 3 2 —
16th 3 10 4 3 3 — Essence Brand (Untamed)
At 1st level when you choose this emergence, you can choose your
17th 3 11 4 3 3 —
forms creature type from: beast, dragon, fey, fiend, humanoid, or
18th 3 11 4 3 3 — monstrosity.
19th 3 12 4 3 3 1
Favored Prey
20th 3 13 4 3 3 1 At 6th level, you've developed a taste for particular kinds of
creatures. Choose two types of creatures: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, giants,
Innate Power monstrosities, oozes, plants, or undead. Alternatively, you can select
At 1st level, your power flows from the essence within. You can cast
two races of humanoids (such as kenku and humans) as favored
spells without using material compounds if it doesn't have a coin
prey.
cost.
You have advantage on Wisdom (Survival and Perception) checks
to track your favored prey.
Essence Brand (Arcane) You have advantage on attack rolls against your favored prey if
At 1st level when you choose this emergence, you can choose your
forms creature type from: aberration, elemental, fey, fiend, they are frightened.
humanoid, or monstrosity. You have advantage on Charisma (Intimidation) checks against
your favored prey.
Eldritch Shell Each time you level in this class you can change your two favored
At 6th level, your essence enhances your protection against magic. prey.
You have advantage on saving throws against spells and other
magical effects, additionally, you have resistance to force damage. Imposing Display
At 10th level, you can let out a fearsome roar. As an action, you let
Syphon Essence out a roar, any hostile or surprised creature within 60 feet of you that
At 10th level, you tap into your essence to empower your spells. can see or hear you must make a Wisdom saving throw (DC = 8 +
when you cast a spell that does damage, you can add your Form your proficiency bonus + your Constitution modifier) or become
Strike die to the spell's damage. frightened by you until the end of your next turn.
You can use this feature a number of times equal to your Charisma While transformed, creatures has disadvantage on this saving
modifier (minimum of once). You regain all expended uses of it throw.
when you finish a long rest.

Spell Sense
Starting at 14th level, you gain a taste for magic. can cast Detect
Magic on yourself at will, without expending a spell slot or material
components.
You can cast this even while transformed.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ferocious Rush
At 14th level, nothing shall hold back your feral wrath. You gain the
following benefits:

You ignore difficult terrain. Sustaining Essence


You have advantage against effects that would restrain or At 18th level, your lycanthropic powers preserves your being. While
paralyze you. in combat, at the start of each of your turns, you regain hit points
You add your Strength modifier to your initiative roll (minimum equal to your Constitution modifier if you have no more than half of
of 1). your hit points left. You don't gain this benefit if you have 0 points,
or if you have been damaged by a silvered weapon on your last turn.
Additionally, For every 10 years that pass, your body ages only 1
year.

More Subclasses and Essences


coming soon!

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Essences
Vessels, as the name suggests, contain things, in this case they Brute Form
contain an essence that they draw upon to transform themselves into Medium humanoid, (shapechanger)
an epitome of it. There are a variety of essences that a vessel can
hold but each are unique in how they manifest it. Armor Class 14 + your Constitution modifier
(Natural Armor)
Brute Hit Points your Constitution modifier + six times
Your essence embodies strength, they resemble bulky and thick form your vessel level
such as something similar to ogres or owlbears.
Speed 30 ft.

Brute Form Senses passive Perception 10 + Perception modifier


When you gain this essence at 1st level, you gain form of a towering Languages your known languages
brute. The statblock below is the statistics you adopt when you use Challenge –
your Manifest feature.
Grappler. The form has advantage on attack rolls against
any creature grappled by it.

Powerful Build. The form counts as one size larger when


determining its carrying capacity and the weight it can
push, drag, or lift.
Standing Leap. The form's long jump is up to 20 ft. and its
high jump is up to 40 ft., with or without a running start.

Actions
Multiattack (5th Level). The form makes two attacks.
Slam. Melee Weapon Attack: your Charisma modifier +
PB to hit, reach 5 ft., one target. Hit: 1d8 + Charisma
modifier bludgeoning damage.

Essence Features
Overwhelming Might (9th level). The form's strength is
unmatched. The form gains a +2 bonus to any skill
check, saving throw, attack, and damage roll that uses
strength.

Riot (15th level). Your essence becomes unhinged. When


the form reduces a creature to 0 hit points with a melee
attack on its turn, the form can take a bonus action to
move up to half its speed and make a slam attack.

Legendary Actions (20th Level)


The form can take 1 Legendary Action, choosing from
the options below. Only one legendary action can be
used at a time, and only at the end of another creature's
turn. Spent legendary Actions are regained at the start of
each turn.

Attack. The form makes one slam attack.


Move. The form moves up to half its speed.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lycan
Your essence resembles the stealthy and pack hunting creatures such
as wolves and hyenas.

Lycan Form
When you gain this essence at 1st level, you gain form of a canine
creature. The statblock below is the statistics you adopt when you
use your Manifest feature.

Lycan Form Bite. Melee Weapon Attack: your Charisma modifier + PB to


hit, reach 5 ft., one target. Hit: 1d8 + Charisma modifier
Medium humanoid, (shapechanger) piercing damage.
Claw. Melee Weapon Attack: your Charisma modifier + PB
Armor Class 13 + your Constitution modifier (Natural to hit, reach 5 ft., one target. Hit: 1d8 + Charisma modifier
Armor) slashing damage.
Hit Points your Constitution modifier + six times your
vessel level
Speed 40 ft. Essence Features
Strength of the Pack (9th level). The pack prevails. allies
Senses passive Perception 12 + Perception modifier within 10 ft. of the form gain advantage on Strength and
Languages your known languages Wisdom saving throws.
Challenge – Advanced Hunter (15th level). The form becomes in tune with
its predatory nature. When the form hits a creature with a
Keen Hearing and Smell. The form has advantage on Wisdom bite attack, it must succeed on a DC (8 + PB + your Strength
(Perception) checks that rely on hearing or smell. modifier) Strength saving throw, or be knocked prone.
Speak with Wolves. The form can communicate simple Legendary Actions (20th Level)
concepts to wolves and similar creatures when it speaks in
Common. The form can take 1 Legendary Action, choosing from the
options below. Only one legendary action can be used at a
Pack Tactics. The form has advantage on an attack roll time, and only at the end of another creature's turn. Spent
against a creature if at least one of the form's allies is within legendary Actions are regained at the start of each turn.
5 ft. of the creature and the ally isn't incapacitated.
Attack. The form makes one bite or one claw attack.
Actions Move. The form moves up to half its speed.
Multiattack (5th Level). The form makes two attacks.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Araneae
Your esence is a creeping horror that spits webs to trap prey and
control their environment.

Araneae Form
When you gain this essence at 1st level, you gain form
of a creeping spider like creature. The statblock below
is the statistics you adopt when you use your
Manifest feature.

Araneae Form Web (Recharge 6). Ranged Weapon Attack: your Charisma
modifier + PB to hit, 15/30 ft., one large or smaller creature.
Medium humanoid, (shapechanger) The creature is restrained by webbing. As an action, the
restrained creature can make a DC (8 + PB + Constitution
Armor Class 14 + your Constitution modifier modifier) Strength check, escaping from the webbing on a
Hit Points your Constitution modifier + four times your success. The effect also ends if the webbing is destroyed.
The webbing has AC 10 + PB, hit points equal to your
vessel level
Vessel level, vulnerability to fire damage, and immunity to
Speed 30 ft., climb 30 ft. bludgeoning, poison, and psychic damage.

Senses darkvision 60 ft., passive Perception 12 +


Perception modifier Essence Features
Languages your known languages Advanced Arachnid (9th level) The form's hunting abilities
Challenge – sharpen. The form gains a blindsense up to 10 feet, and its
Web range increases to 30/60 feet.
Spider Climb. The form can climb difficult surfaces,
Venomous Bite (15th level) Venom fills the form's mandibles.
including upside down on ceilings, without needing to make
If the form bites a creature that is grappled or restrained,
an ability check.
they must make a Constitution saving throw (DC = 8 + PB +
Web Sense. While in contact with a web, the form knows the your Constitution modifier) or take poison damage equal to
exact location of any other creature in contact with the same your PB and become poisoned until the end of your next
web. turn.

Web Walker. The form ignores movement restrictions caused Legendary Actions (20th Level)
by webbing.
The form can take 1 Legendary Action, choosing from the
Actions options below. Only one legendary action can be used at a
time, and only at the end of another creature's turn. Spent
Multiattack (5th Level). The form makes two attacks. legendary Actions are regained at the start of each turn.
Bite. Melee Weapon Attack: your Charisma modifier + PB to Attack. The form makes one bite attack.
hit, reach 5 ft., one target. Hit: 1d8 + Charisma modifier
piercing damage. Move. The form moves up to half its speed.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Horned
Your essence embodies is an unstoppable force, using their spiked
body to blow through obstacles.

Horned Form
When you gain this essence at 1st level, you gain form of
a horned or tusked creature. The statblock below is the
statistics you adopt when you use your Manifest feature.

Horned Form Slam. Melee Weapon Attack: your Charisma modifier + PB


to hit, reach 5 ft., one target. Hit: 1d8 + Charisma modifier
Medium humanoid, (shapechanger) bludgeoning damage.

Armor Class 14 + your Constitution modifier Essence Features


Hit Points your Constitution modifier + six times your
vessel level Devastating Ram (9th level). The forms rushes at foes with a
Speed 40 ft. heavy force. When the form uses its Charge trait the creature
takes an extra 1d6 damage from the Gore attack.
Senses passive Perception 10 + Perception modifier Additionally, if a creature fails the Strength saving throw
Languages your known languages from your Charge trait, they are also pushed back 5 feet if
Challenge – they are your size or smaller.
Stomp (15th level) Your essence tramples your foes. When
Charge. If the form moves at least 20 ft. straight toward a the form knocks a creature prone with its Charge trait, the
target and then hits it with a gore attack on the same turn, if form can make one slam attack against it as a reaction.
the target is a creature, it must succeed on a DC (8 + PB +
Constitution modifier) Strength saving throw or be knocked Legendary Actions (20th Level)
prone.
The form can take 1 Legendary Action, choosing from the
Sure-Footed. The form has advantage on Strength and options below. Only one legendary action can be used at a
Dexterity saving throws made against effects that would time, and only at the end of another creature's turn. Spent
knock it prone. legendary Actions are regained at the start of each turn.

Actions Attack. The form makes one gore or one slam attack.

Multiattack (5th Level). The form makes two attacks. Move. The form moves up to half its speed.

Gore. Melee Weapon Attack: your Charisma modifier + PB


to hit, reach 5 ft., one target. Hit: 1d8 + Charisma modifier
piercing damage.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Avian
Your essence contains the power of fight and all the freeing elements
that come with it. The form often resembling a flying beast.

Avian Form
When you gain this essence at 1st level, you gain form of great bird
or other flying creature. The statblock below is the statistics you
adopt when you use your Manifest feature.

Avian Form
Medium humanoid, (shapechanger)

Armor Class 13 + your Constitution modifier


(Natural Armor)
Hit Points your Constitution modifier + four times
your vessel level
Speed 30 ft.

Senses passive Perception 12 + Perception modifier


Languages your known languages
Challenge –

Keen Sight. The form has advantage on Wisdom


(Perception) checks that rely on sight.
Light Bones. When the form takes damage as a result of
falling, the form reduces the damage taken by an amount
equal to your Constitution modifier + PB.

Actions
Multiattack (5th Level). The form makes two attacks.
Beak. Melee Weapon Attack: your Charisma modifier +
PB to hit, reach 5 ft., one target. Hit: 1d8 + Charisma
modifier piercing damage.
Talons. Melee Weapon Attack: your Charisma modifier +
PB to hit, reach 5 ft., one target. Hit: 1d8 + Charisma
modifier slashing damage.

Essence Features
Death from Above (9th level). The form takes to the skies.
The form gains a flight speed of 60 feet.
Dive Bomb (15th level). Drop down on foes with ease. If
the form is flying and dives at least 30 feet straight
toward a target and then hits it with a talon, the attack
deals an extra 1d6 damage to the target.
Additionally, The form doesn’t provoke an opportunity
attack when it flies out of an enemy’s reach.

Legendary Actions (20th Level)


The form can take 1 Legendary Action, choosing from
the options below. Only one legendary action can be
used at a time, and only at the end of another creature's
turn. Spent legendary Actions are regained at the start of
each turn.

Attack. The form makes one beak or one talon attack.


Move. The form moves up to half its speed.

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aquatic
Your essence is connected to the tides and the creatures that dwell
within it from the simple minnow to the mighty kraken.
Aquatic Form
Medium humanoid, (shapechanger)
Aquatic Form
When you gain this essence at 1st level, you gain form of aquatic or Armor Class 14 + your Constitution modifier
amphibious creature. The statblock below is the statistics you adopt (Natural Armor)
when you use your Manifest feature. Hit Points your Constitution modifier + six times
your vessel level
Speed 30 ft., swim 60 ft.

Senses darkvision 60 ft., passive Perception 10 +


Perception modifier
Languages your known languages
Challenge –

Amphibious. The form can breathe air and water.


Underwater Camouflage. The form has advantage on
Dexterity (Stealth) checks made to hide while
underwater.

Actions
Multiattack (5th Level). The form makes two attacks.
Bite. Melee Weapon Attack: your Charisma modifier +
PB to hit, reach 5 ft., one target. Hit: 1d8 + Charisma
modifier piercing damage.
Claw. Melee Weapon Attack: your Charisma modifier +
PB to hit, reach 5 ft., one target. Hit: 1d8 + Charisma
modifier slashing damage.

Essence Features
Marine Agility (9th level) The forms swimming prowess
increases. While swimming, the form can take either the
Dash, Disengage or Dodge Actions as a bonus action
while submerged in water.

Thrashing Jaws (15th level) Thrash foes with the power of


the waves. When the form hits a creature with a bite
attack the creature must make a Constitution saving
throw (DC 8 + your proficiency bonus + your
Constitution modifier) or have disadvantage on attack
rolls until the end of your next turn.

Legendary Actions (20th Level)


The form can take 1 Legendary Action, choosing from
the options below. Only one legendary action can be
used at a time, and only at the end of another creature's
turn. Spent legendary Actions are regained at the start of
each turn.

Attack. The form makes one gore or one beak or one


talon attack.
Move. The form moves up to half its speed.

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credit
The Form Cover(front): Summoner by Wilson Gonzalez
Essence is the name of the energy that dwells inside
you. You can let this essence take over your body, pg1: DnD Avengers Hulk by Frost Llamzon, Vessel Logo by
transforming you into a physical manifestation of it. TelepathicalHawkshaw#0992, Dark Castle by Jerome Comentale
Origin of your Form. What is this essence? Perhaps it
is a foreign entity that calls your body tis host, or pg9: Tcho-Tcho Flesh Golem by Graey Erb
maybe it's a manifestation of a an emotional force.
Work with your DM to decide an appropriate origin for pg8: Moral Spirit by Juanda Rico
your essence.
The Forms Appearance. You determine the appearance pg10: Werewolf by Edward Delandre
of your form, however, you retain a somewhat
humanoid shape. The choices you make in this class pg11: Anchorite by Graey Erb
should reflect in your form.
Roleplaying the Form. When you transform your mind pg12: Ceustodaemon by Dave Melvin
may be altered to varying degrees. How do you behave?
Do you change alignments? Is there a difference at all? pg13: Vrock by Mikhail Palamarchuk
Maybe have another player or the DM roleplay in social
encounters. In the end, it is up to you. pg14: Quagsire-195 by Gabriel Miranda
A Helpful Tip. Perhaps consider using a fillable NPC
sheet to record your form's stat block, many types can
be found online. Alternatively, if your are using Roll20
to play, have your DM give you a second character to
Created by u/Tortoxicion
control and make them an NPC stat block for your © 2018-2022
form's information.
Version 9.2.0

Last updated 2022-02-27


Multiclassing The Vessel class is unofficial Fan Content permitted under the Fan
If your group uses the optional rule on multiclassing in the Player’s Content Policy. Not approved/endorsed by Wizards. Portions of the
Handbook. (p. 163), here’s what you need to know if you choose the materials used are property of Wizards of the Coast. ©Wizards of the
vessel as one of your classes. Coast LLC.

Multiclassing Prerequisites
Class Ability Score Minimum
Vessel Constitution 13 and Charisma 13

Multiclassing Proficiencies
Class Proficiencies Gained
Vessel Light armor, one tool of your choice

Starting Wealth
This table helps you determine starting wealth based on your class
and background as described in the Player’s Handbook (p. 143).

Starting Wealth by Class


Class Funds
Vessel 4d4 x 10 gp

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Become the
best of two
worlds
The Vessel Class provides a new and wicked
class option for players. This contains the
essential information and mechanics with three
subclasses, along with other class functions.
Inside is all you need to spark imagination to
create a dual-minded, warping adventurer.

Use this book to create a character that bonds or


fights with a being that lives within them as they
unlock each other's true potentials.

I hope you enjoy this class, there's more updates


and additions, such as additional essences and
resources to help build a vessel character.

Created with

WWW.GMBINDER.COM

You might also like