Vessel
| Level | Proficiency Bonus | Features | Soulshape Uses |
Soulshape strikes |
|---|---|---|---|---|
| 1st | +2 | Aspect, Spirit tongue, Supernatural defence | - | - |
| 2nd | +2 | Id strike, Soulshape | 2 | 2 |
| 3rd | +2 | Synergy | 2 | 2 |
| 4th | +2 | Ability score Improvement | 2 | 2 |
| 5th | +3 | Primal roar | 2 | 3 |
| 6th | +3 | Aspect feature | 2 | 3 |
| 7th | +3 | Symbiosis | 2 | 3 |
| 8th | +3 | Ability score Improvement | 2 | 4 |
| 9th | +4 | Mighty beast | 2 | 4 |
| 10th | +4 | Affinity resistance | 2 | 4 |
| 11th | +4 | Overflowing vitality | 3 | 5 |
| 12th | +4 | Ability score Improvement | 3 | 5 |
| 13th | +5 | Aspect feature | 3 | 5 |
| 14th | +5 | Affinity immunity | 3 | 6 |
| 15th | +5 | Ascended Vitality | 3 | 6 |
| 16th | +5 | Ability score Improvement | 3 | 6 |
| 17th | +6 | Empyrean roar | 4 | 7 |
| 18th | +6 | Aspect feature | 4 | 7 |
| 19th | +6 | Ability score Improvement | 4 | 7 |
| 20th | +6 | Otherworldly champion | 4 | 7 |
Class Features
As an Vessel, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Vessel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Vessel level after 1st
Proficiencies
Armour: Light armor
Weapons: Simple weapons
Tools: One instrument of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Insight, Intimidation, Nature, Perception and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any two simple weapons
- (a) a priest’s pack, or (b) an adventurer’s pack
- Any simple weapon and two daggers
- Any one instrument
Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp.
Multiclassing
You must have a Constitution and Charisma scores of 13 or higher in order to multiclass in or out of this class.
If Multiclassing into Vessel, you gain proficiency with simple weapons, as well as with one instrument of your choice.
Aspect
1st-level Vessel feature
Your body is the vessel for a supernatural entity, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 13th, and 18th level.
Some of your vessel features require your target to make a saving throw to resist the feature's effects or you to make an attack rolls. The saving throw DC or attack roll bonus is calculated as follows:
Aspect save DC = 8 + your proficiency bonus +
your Charisma modifier
Aspect attack modifier = your proficiency bonus +
your Charisma modifier
Spirit tongue
1st-level Vessel feature
You are more keenly aware of the anchored souls inside mortals, and can speak directly to them. As an action, you can send a telepathic message to a creature you can see within 120ft of you. The creature understands your message if you share a language with it. The creature recognizes you as the sender, and can reply in a similar manner.
Supernatural defence
1st-level Vessel feature
Your otherworldly heritage manifests to protect you. While not wearing any armor or using a shield, your AC cannot be lower than 10 + your dexterity modifier + your proficiency bonus.
Id strike
2nd-level Vessel feature
As an action, you can channel power from your host and strike. The form of this weapon depends on your Aspect, such as a serrated tentacle or flaming claws.
Make a melee weapon attack with proficiency against a creature within 10ft of you, using charisma for your attack and damage rolls, dealing 1d10 damage on a hit. The damage type is force or your Affinity, your choice.
Affinity
Choose a damage type to be your Affinity. You gain resistance to your Affinity when you reach 10th level in this class, and immunity to it at 14th level.
Soulshape
3rd-level Vessel feature
As a bonus action, you can channel the beast within and transform into an Incarnation of your spirit host. The transformation lasts for one hour or until you lose concentration (as if concentrating on a spell). While transformed, you gain the following benefits:
- You gain a number of temporary hit points equal to five times your level in this class, which lasts until you transform back.
- When you use Vessel strike, you can make a number of attacks as given in the Soulshape strikes column of the Vessel class table.
- You have advantage on constitution and charisma saving throws.
You can use Soulshape twice, and regain expended uses on a short or long rest. You gain an additional use of Soulshape when you reach 11th and 17th level in this class.
Awakening
3rd-level Vessel feature
You learn to commune with your Inner spirit, feelings its whispers in your soul. After you make an ability check, you can ask your spirit for aid and add a d4 to your roll. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses on a long rest.
In addition, you can expend one of these uses to cast the find familiar spell without any components or spell slots.
Ability score Improvement
4th-level Vessel feature
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.
Primal Roar
5th-level Vessel feature
As an action while transformed, you let you a roar of primal ferocity. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your Soulshape DC or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature once, and regain expended uses when you transform.
Symbiosis
7th-level Vessel feature
The spirit protects its vessel, aiding it in dire situations. You gain additional uses of awakening equal to your charisma modifier, and you can use awakening to aid attacks rolls and saving throws, instead of just ability checks.
Mighty beast
9th-level Vessel feature
While transformed, your size increases to large and your jumping distance becomes equal to your movement speed. In addition, you gain a climbing and swimming speed equal to your movement speed.
Overflowing vitality
11th-level Vessel feature
Vitality overflows from your amalgamated soul, giving you unmatched lifeforce. You have a number of d8s equal to your vessel level, and you regain expended die on a long rest.
As an action, you can expend any number of your Vitality die and regain that many hit points, as well as cleanse your body of any diseases, scars, or signs of Aging.
Ascended Vitality
15th-level Vessel feature
Your mortal vessel is a font of energy and spirit, pushing it past mortal constraints. You no longer age, and you don't need to eat, drink, breathe or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.
When you use your action to expend Vitality die, you add your charisma modifier to each die roll, and you instantly regrow a severed body part.
Empyrean Roar
17th-level Vessel feature
When you use Primal roar, you can echo the primal forces of creation. Creatures failing their saving throw against the roar take 20d6 psychic damage and are incapacitated while frightened by the roar. On a successful save, they take half as much damage.
Alternatively, you can use your action to cast either Power word Heal or Power word Kill without expending a spell slot.
Once you use this feature, you cannot use it again until you finish a long rest.
Otherworldly champion
20th-level Vessel feature
You embody your Aspect's identity, as it does yours. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.