The Vessel Class

by laserllama

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The Vessel

The Vessel

A ragged young man fled down
an alley in a vain attempt to lose
the thugs that pursued him. As their
shadows grew longer, he realized that
he had no choice. As the ruffians pinned
him against the wall, he called upon the
sinister entity bound to his soul. When he
finally regained his senses, the smell of
sulfur was overwhelming. He fled from
the alley, leaving the charred remains of
the brigands behind; the latest victims of
the dark presence he harbored within.

An austere elven woman stood on a dais at
the center of a crowded temple. Members of
church hierarchy and common folk alike had
come to witness her holy transformation. She
did not know why she was chosen, but within
her soul was bound a fallen celestial, charged to
perform one hundred and one good deeds in order
to regain its status in the heavenly host. As the crowd gathered, she gave herself over to inner radiance.

The strange elderly halfling knew that he did not belong in the tower he called home. The tower's keeper, a reclusive old archmage, only kept him around as a reminder of what would happen to any who dared to cross him. At night, the halfling could hear crying inside of his head, the sounds of a former pupil who had attempted to betray the great archmage, now bound to the aging body and soul of the lowliest student.

All three people described above are Vessels, bearers of wondrous otherworldly power in the form of Spirits bound within their body and soul. With training, these adventurers can learn to wield a fraction of their Spirit's amazing power.

Otherworldly Power

Within every Vessel is bound an extraplanar being of strange and wondrous power. No matter their origin, these immortal Spirits cannot be killed by conventional means. Instead, they are often bound to mortal flesh, forced to dwell within a body on the material plane. While many such Spirits are bound to their Vessel against their will, some choose to dwell within a mortal, lending them power in causes that align with theirs.

No matter the reason, these otherworldly beings are the source of the power for the adventurers known as Vessels.

Mortal Vessel

A rare occurrence in most worlds, mortal Vessels will likely never meet another of their kind unless they seek them out. The binding of an otherworldly Spirit is a deadly task, and is almost always done by a higher power or legendary mortal.

Bearers of this extraplanar power can learn to channel the wondrous abilities of the Spirit inside them. Through their force of will, they can allow small amounts of this power out, channeling it to defend themselves, produce eldritch magic, enhance their physical abilities, and influence friend and foe.

However, the mark of a true Vessel is their ability to take on the appearance of the Spirit bound to their soul, known as an Archon Form. Through this wondrous transformation, they are able to directly wield the power of the Spirit within, and
   use its power to overcome obstacles and thwart foes.

Creating
Your Vessel

When creating a Vessel, the most important thing to consider is how you came to be bound to the Spirit within you. Are you an Acolyte of a god, chosen to bear one of its angels that has fallen from grace? Are you a prophetic child of a cult, forced to bear the sinister power of their infernal lord? Or, are you descended from a bloodline of Vessels, each parent passing the Spirit on to their child when they have reached old age?

Secondly, consider the nature of your Sealed Spirit and its relationship to you. Does your Spirit communicate with you freely, hoping that your goals will align? Is your Spirit bound against its will and seeking your demise so it can once again be free? Or, is the nature of your Sealed Spirit a mystery that you have struck out into the world to uncover more about?

Multiclassing and the Vessel

If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the Vessel class.

Ability Score Minimum. As a multiclass character, you must have at least a Constitution and Charisma score of 13 to take your first level as a Vessel, or to take a level in another class if you are a Vessel.

Proficiencies. If Vessel isn't your initial class, here are the proficiencies you gain when you take your first Vessel level: light armor and simple weapons

Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Vessel Magic spell slots to cast the spells you gained through that feature, and you can use those spell slots to cast your Vessel spells.

The Vessel
Level   PB   Features Unsealed
Aspects
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
1st +2 Spirit Mantle, Unsealed Aspects 1
2nd +2 Vessel Magic 2 2 2 2 1st
3rd +2 Sealed Spirit, Archon Form 2 2 2 2 1st
4th +2 Ability Score Improvement 3 3 3 2 1st
5th +3 Extra Attack 3 3 3 2 2nd
6th +3 Sealed Spirit Feature 3 3 4 2 2nd
7th +3 Controlled Transformation 4 3 4 2 2nd
8th +3 Ability Score Improvement 4 3 5 2 2nd
9th +4 4 3 5 2 3rd
10th +4 Primeval Will 5 3 6 2 3rd
11th +4 Elder Archon 5 4 6 3 3rd
12th +4 Ability Score Improvement 5 4 7 3 3rd
13th +5 5 4 7 3 4th
14th +5 Dire Preservation 6 4 8 3 4th
15th +5 Sealed Spirit Feature 6 4 8 3 4th
16th +5 Ability Score Improvement 6 4 9 3 4th
17th +6 6 4 9 4 5th
18th +6 Unchained Power 7 4 10 4 5th
19th +6 Ability Score Improvement 7 4 10 4 5th
20th +6 Sealed Spirit Feature 7 4 11 4 5th

Class Features

Hit Points


  • Hit Dice: 1d10 per Vessel level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Vessel level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, scimitars, and shortswords
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Religion, and Survival

Equipment

As a Vessel, you start with the following equipment, along with the equipment granted to you by your background:

  • (a) a scimitar or (b) two daggers
  • (a) a simple weapon or (b) a shortbow and 20 arrows
  • (a) an explorer’s pack or (b) a priest's pack
  • leather armor and a quarterstaff

Quick Build

You can make a Vessel quickly with these suggestions. First, make Charisma your highest ability score, followed by your Constitution. Second, choose the Acolyte background. Last,
    choose Spirit Sense as your first Unsealed Aspect.

Spirit Mantle

At 1st level, you can use a bonus action to cloak yourself with (or dismiss) your Spirit Mantle, an ethereal cloak of spiritual power. It marks a dramatic change in your appearance which causes you to resemble the Spirit bound to your soul.

While cloaked in your Mantle, you gain the features here:

Ethereal Armor

The power of your Mantle wards you from harm. When you are not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Charisma modifier.

Iridescent Strikes

Spiritual energies empower you. You can use your Charisma, in place of Strength, for your unarmed strike attack rolls. On hit, these unarmed strikes deal radiant damage equal to 1d6 + your Charisma modifier. Also, whenever you take the Attack action, you can make an unarmed strike as a bonus action.

At certain Vessel levels, the damage die of these Iridescent Strikes increases: at 5th (d8), 11th (d10), and 17th level (d12).

Your Sealed Spirit & You!

To some Vessels, the nature of their Sealed Spirit is a mystery, while others are aware of its true nature.

Though Vessels do not select their Sealed Spirit until 3rd level, if you know the nature of your Spirit, your Spirit Mantle should be described to reflect it.

Unsealed Aspects

You have learned to channel Aspects of your Spirit's power. At 1st level, you unlock an Unsealed Aspect of your choice from the list at the end of this class. If an Aspect has a prerequisite, like another Unsealed Aspect or a Vessel level, you must meet those prerequisites to unlock it.

At certain Vessel levels, you unlock additional Aspects, as shown in the Unsealed Aspects column of the Vessel table.

Finally, when you unlock a new Unsealed Aspect, you can replace one of your Unsealed Aspects with another Aspect of your choice. Though you can't replace prerequisite Aspects.

Vessel Magic

Starting at 2nd level, you can draw upon the immense power of the Sealed Spirit bound within your soul to produce spells:

Cantrips

You learn two Cantrips of your choice from the Vessel Spell List. You learn another Vessel Cantrip at 4th and 11th level, as shown in the Cantrips Known column of the Vessel table.

Spell Slots

The Vessel table above shows how many spell slots you have to cast your Vessel spells and the level of those spell slots. All of your spell slots are the same level. To cast a Vessel spell of 1st-level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher

At 2nd level, you learn two 1st-level spells of your choice from the Vessel Spell List, which is found at the end of this class.

The Spells Known column of the Vessel table shows when you learn additional Vessel spells of 1st-level and up. Vessel spells you learn must all be of a level equal to, or lower than, your Slot Level, as shown on the Vessel table.

When you gain a Vessel level, you can replace one Vessel spell you know with a Vessel spell of your choice, which also
    must be of a level equal to your Slot Level or lower.

Spellcasting Ability

Charisma is your spellcasting ability for your Vessel
spells, as you are using your willpower to draw on the
magic of the Spirit within. You use Charisma when a
spell refers to your spellcasting ability, when setting a saving throw DC for a spell, and when making a spell attack roll.

Spell save DC = 8 + your Proficiency Bonus
+ your Charisma modifier

Spell attack modifier = your Proficiency Bonus
+ your Charisma modifier

Spellcasting Focus

Your Spirit Mantle is your Spellcasting Focus for your Vessel spells, and you must be cloaked in it to cast these spells. You must have a free hand to cast a spell that requires a somatic or a material component, and you must still provide material components that are consumed or have a gold cost.

Sealed Spirit

You have unlocked the true power of the entity bound to your soul. At 3rd level, choose one of the following Sealed Spirits:

   
The Ascended The Fallen
The Cataclysm The Formless
The Cursed The Trickster

    Your Sealed Spirit grants you features at 3rd level, and again when you reach 6th, 15th, and 20th level in this class.

All Sealed Spirit features use your Vessel Spell save DC.

Sealed Magic

Each Sealed Spirit has a list of Sealed Magic spells you learn at the Vessel levels listed in its description. They are Vessel spells for you, but do not count against your number of Spells Known. You can't replace these spells when you gain a level.

The magic of your Spirit can also change the damage type dealt by your Iridescent Strikes, and is noted here.

Archon Form

Beginning at 3rd level, when you cloak yourself in your Spirit Mantle, you can draw upon even more of your Spirit's power and transform into your Archon Form, using the stat block in your Sealed Spirit description. This Archon Form uses your Proficiency Bonus (PB) and your Vessel Spell save DC.

You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert if you become Unconscious, you are reduced
to 0 hit points, or you use a bonus action to revert.

While in your Archon Form, use the following rules:

Statistics. Your statistics are replaced with those
in your Archon Form's stat block. You do retain your
alignment, personality, ability scores, and hit points.
You also retain skill and saving throw proficiencies,
and gain those of your Archon From.

Spirit Mantle. In Archon Form, you are considered
cloaked in your Spirit Mantle and gain all its benefits and features, such as Ethereal Armor and Iridescent Strikes.

Armor Class Bonus. Some Archon Forms grant you a bonus to your Armor Class. This AC Bonus only applies to your Ethereal Armor from your Spirit Mantle.

Temporary Hit Points. When you transform, you gain temporary hit points equal to twice your Vessel level. All temporary hit points you gain in Archon Form are lost
when you return to your normal form.

Features. You retain all features from your class, race,
or other sources that your Archon is capable of using. This
includes the ability to cast spells with Vessel Magic.

Equipment. When you transform, you must decide if your equipment falls to the ground, merges with your Archon, or is worn by it. Worn equipment functions normally, but your DM decides if your Archon can use it. Any equipment that merges with your Archon has no effect during your transformation.

Uses. You can transform into Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.

Ability Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Vessel spell, you can make one Iridescent Strike as a bonus action on that turn.

Controlled Transformation

Beginning at 7th level, you can channel and maintain control over more power from your Sealed Spirit. Your Archon Form transformation can now last for up to 1 hour, and it only ends early if you are reduced to 0 hit points or you use your bonus action to end it. You cannot rest in Archon Form.

Also, when you roll initiative and are not Incapacitated or
       Surprised, you can instantly transform into Archon Form.

Primeval Will

Beginning at 10th level, your Spirit can lend you its willpower. If you fail an Intelligence, Wisdom, or Charisma saving throw, or a saving throw to maintain concentration you can add your Charisma modifier (minimum of +1) to your roll.

You can do so a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of this feature when you complete a long rest.

Elder Archon

You can unleash a greater amount of your Sealed Spirit's true power. Starting at 11th level, when you transform into Archon Form, you can cast one of your Sealed Magic spells as part of your transformation without expending a spell slot. The spell must have a casting time of one action, or one bonus action.

Dire Preservation

At 14th level, the Spirit bound to you will unleash its power to defend its Vessel. When you would be reduced to 0 hit points, but not killed outright, you can transform into Archon Form, expending resources as normal, and fall to 1 hit point instead.

Unchained Power

You and the Spirit bound to your soul merge and become an entirely new and distinct creature. Upon reaching 18th level, your Archon Form transformation lasts indefinitely and only ends if you are killed or if you use a bonus action to end it.

Vessel Spell List

Below are the spells available to a Vessel. They are organized by spell level and are from the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.

Spells marked by the ll are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

chill touch
create bonfire *
dancing lights
friends ll
frostbite *
glitterbeam ll
infestation *
lightning lure ll
mage hand
message
minor illusion
otherworldly grasp ll
thaumaturgy
thunderclap

1st-Level

absorb elements *
armor of agathys
arms of hadar
bane
cause fear *
charm person
command
dissonant whispers
ensnaring strike ll
ethereal anchor ll
faerie fire
feather fall
hellish rebuke
inflict wounds
jump ll
longstrider
protection from evil & good
sanctuary
sleep
thunderwave
witch bolt ll

2nd-Level

alter self
augury
blindness/deafness
blur
darkness
darkvision
detect thoughts
enhance ability
enlarge/reduce
enthrall
flame whip ll
hold person
invisibility
magic aura
mind spike *

2nd-Level (Cont.)

mind whip **
misty step
see invisibility
shadow blade *
silence
spider climb
suggestion

3rd-Level

bestow curse
clairvoyance
dire wail ll
dispel magic
fear
fly
gaseous form
haste
hunger of hadar ll
life transference *
nondetection
protection from energy
slow
spectral passage ll
spirit shroud **
thunder step *
vampiric touch

4th-Level

banishment
eldrtich tentacles ll
blight
charm monster *
death ward ll
dimension door
fire shield
freedom of movement
greater invisibility
phantasmal killer
polymorph ll
shadow of moil *
sickening radiance *

5th-Level

arcane hand
circle of power
cloudkill
contact other plane
destructive wave
dispel evil & good
enervation *
far step *
hold monster
spiritual sundering ll
wall of light *

Unsealed Aspects

Below are the Unsealed Aspects available to Vessels. You can unlock an Aspect at the same time you meet its prerequisites:

Ethereal Tendril

As an action, you can protrude (or retract) a single Ethereal Tendril, which resembles your Spirit Mantle, from any point on your body. It has a reach of 10 feet and its Strength score equals your Charisma score. You can only have one Tendril manifested at a time, and it can be attacked as part of you. When cloaked in your Spirit Mantle, its reach is doubled.

This Tendril cannot manipulate fine tools or use weapons or shields. However, it can manipulate simple objects, and be used to make Iridescent Strikes, Shoves, or Grapples.

Spirit Sense

While cloaked in your Spirit Mantle, you can see magic as if by a detect magic spell, but this requires your concentration.

While using this sense, you can also sense entities similar to your Spirit. If you see a Celestial, Elemental, Fey, or Fiend with a CR equal to your level or lower, you learn its creature type, its Spellcasting ability, and the level of its highest spell.

Striking Presence

The Spirit within empowers your force of personality. You gain proficiency in Deception, Intimidation, or Persuasion.

While cloaked in your Spirit Mantle, you have advantage
on ability checks you make with one skill from the list above, which you choose when you unlock this Unsealed Aspect.

Uncanny Strength

The entity bound within you increases your might. You gain proficiency in Athletics. While cloaked in your Spirit Mantle you can use Charisma, in place of Strength, for any Athletics checks you make, including Grapples and Shoves.

Iridescent Shield

Prerequisites: 2nd-level Vessel
You can absorb blows with your spiritual energies. While you are cloaked in your Spirit Mantle and you or another creature within your reach takes damage, you can use your reaction to reduce it by your Vessel level + your Charisma modifier.

Opalescent Armor

Prerequisites: 2nd-level Vessel
When you cloak yourself in your Spirit Mantle, you can fortify it with additional might. For the duration, you are Resistant to bludgeoning, piercing, and slashing damage but your speed is reduced by 10 feet. Silvered weapons ignore this Resistance.

Shimmering Lance

Prerequisites: 2nd-level Vessel
You can hurl bolts of pure spiritual power. When you make an Iridescent Strike as part of an Attack action, you can choose for it to be a ranged spell attack with a Range of (30/90).

Vexing Strike

Prerequisites: 2nd-level Vessel
The power of the entity within you compels foes to stand and fight. When you hit a creature with a melee Iridescent Strike, it has disadvantage on attacks against targets other than you until the start of your next turn. Creatures with Immunity to the Charmed condition are also immune to this effect.

Dire Stature

Prerequisites: 7th-level Vessel
You can tap into the primordial stature of your Spirit. When you transform into Archon Form, you can choose for this new Form to grow by one size category, so long as there is room for you to do so. For example, your Archon Form may grow
from Medium to Large.

For each size category the Archon grows above Medium, the reach of its melee attacks increases by 5 feet, these
attacks deal a bonus 1d4 damage on hit, and the Armor
Class Bonus in its stat block increases by 1.

Ethereal Grasp

Prerequisite: 7th-level Vessel, Uncanny Strength
When you seize a creature you hold both physical
and spiritual. When you Grapple a creature while
cloaked in your Spirit Mantle, the creature must
use its Charisma, in place of its Strength, for the
ability check or saving throw it makes to escape.

Evoke Spirit

Prerequisite: 7th-level Vessel
You can release a minor form of the Spirit sealed within you. You learn the conjure familiar ll spell. It is a Vessel spell for you, but it does not count against your total number of Spells Known. You also learn to cast this spell as a Ritual.

When you cast it, your Familiar resembles a Tiny version of your Sealed Spirit; it shares the creature type of your Archon, can attack on its turn, and uses the Spirit Familiar stat block.

Minor Magick

Prerequisite: 7th-level Vessel
You gain greater control over the power of your Spirit. Once per long rest, you can cast one of your Sealed Magic spells at its lowest level, without expending a Vessel Magic slot.

You can gain this Aspect more than once, but it cannot be used to cast the same Sealed Magic spell more than once.

Iridescent Aegis

Prerequisite: 7th-level Vessel, Iridescent Shield
When you use Iridescent Shield on another creature and it still takes damage, you can choose to take half the remaining damage in its place as part of the same reaction.

Otherworldly Maw

Prerequisite: 7th-level Vessel
The hunger of your Spirit also fuels your life force. Once per turn while you are in Archon Form, you can forgo one of your attacks to instead force a creature within your reach to make a Charisma saving throw. On a failure, it takes 2d6 necrotic damage and your temporary hit points increase by half the necrotic damage dealt.

Your temporary hit points cannot exceed twice your level.

Piercing Gaze

Prerequisite: 7th-level Vessel, Spirit Sense
Your Spirit enhances your sight to near supernatural levels. Whenever you make an ability check that relies on your sense of sight while cloaked in your Spirit Mantle, you can add your Charisma modifier (minimum of +1) to your roll.

When cloaked in your Spirit Mantle, you can see normally in magical dim light and darkness, and you instantly detect
    the presence of Illusion magic and other Shapeshifters.

Spirit Familiar

Tiny Creature, (type of your Archon Form)


    AC 8 + PB (natural armor)
  • HP 5 + five times your Vessel level
  • Speed 20 ft., fly 40 ft.

MODSAVE
Str3-4-4
Int8-1-1
MODSAVE
Dex12+2+2
Wis10+0+0
MODSAVE
Con7-2-2
Cha16+3+3

  • Skills same skills as your Archon Form

  • Senses Darkvision 60 ft.

  • Languages None, but it can understand its Vessel.

Traits

Hit Dice. The Spirit Familiar has a total number of d4
Hit Dice equal to your Vessel level. It also gains all the normal benefits of both short and long rests.

Magic Resistance. The Spirit Familiar has advantage on saving throws to resist spells and other magical effects.

Vessel Bond. If the Spirit Familiar is forced to make an ability check or saving throw, it adds your PB to its roll.

Actions

Invisibility. The Spirit Familiar magically turns invisible until it attacks or forces an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. It must concentrate on this effect as it would on a spell.

Spirit Strike. Melee Spell Attack: Your Spell Attack Mod. to hit, reach 5 ft., one target. Hit: (1d4 +PB) damage of the same type as one of your Iridescent Strikes.

Dazzling Lance

Prerequisite: 10th-level Vessel, Shimmering Lance
You can project overwhelming spiritual power. When you use Shimmering Lance, its range becomes (100/300), it ignores half-cover, and treats three-quarters cover as half.

In addition, when you hit with a ranged Iridescent Strike, you can expend a Vessel Magic spell slot to create a spiritual eruption. Creatures within 30 feet of the target must make a Dexterity saving throw. They take 6d8 damage of the type of an Iridescent Strike on a failure, and half on a success.

As you gain Vessel levels the damage of this eruption on impact increases: at 13th level (7d8) and 17th level (8d8).

Perilous Visage

Prerequisite: 10th-level Vessel
You reveal a fraction of your Spirit's true power, horrifying all who behold you. When you transform into Archon Form, you can force creatures of your choice that can see you within 60 feet to make a Wisdom saving throw. On a failed save, they are Frightened of you for 1 minute.

Creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success. If it can still see your Archon Form, it has disadvantage on its saving throw.

Sundering Strike

Prerequisite: 10th-level Vessel
Your strikes assault both body and spirit. Whenever you hit a creature with an Iridescent Strike, you can force it to make a Charisma saving throw. On a failure, it cannot concentrate on or cast spells until the start of your next turn. You can only force a creature to make this saving throw once per turn.

Primeval Thirst

Prerequisite: 14th-level Vessel, Otherworldly Maw
The primeval Spirit within you can absorb spells to restore its power. When you see a creature within 30 feet cast a spell while you are in Archon Form, you can use a reaction to force the caster to make a saving throw with its Spellcasting ability. On a failure, its spell fails, and if the spell was of a level equal to your Slot Level or higher, you regain one spell slot.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all
    expended uses when you finish a long rest.

Aether Wings

Prerequisites: 14th-level Vessel
When cloaked in your Spirit Mantle, you manifest ethereal wings that resemble the true nature of your Sealed Spirit. They grant you a flying speed of 60 feet and you can hover.

Twilight Steps

Prerequisites: 14th-level Vessel
You can draw on your Spirit's power to phase your physical body into the spirit world. You learn the spectral passage ll spell, but it does not count against your Spells Known.

As a bonus action, you can cast spectral passage without expending a spell slot. However, when you do so, it only lasts until the end of your turn, but doesn't require concentration.

Colossal Archon

Prerequisites: 18th-level Vessel, Dire Stature
The appearance of your Archon Form inspires legends and myths. When you use Dire Stature, you can grow to become Huge in size so long as there is room for you to do so. You gain all the benefits of Dire Stature for your increased size.

Lord of Spirits

Prerequisite: 18th-level Vessel
You can channel the elder authority of your Spirit to conjure servile entities. As an action, you can conjure one creature of CR 6 or lower, that is of the same type as your Archon Form that you can see before. It appears in an unoccupied space of your choice within 30 feet and remains for up to 1 hour.

For the duration, it is absolutely loyal to you and obeys your orders completely, so long as they do not violate its nature. In combat, it shares your initiative and acts during your turn.

Once you use this feature you must complete a long rest before you can conjure another creature in this way again.

Primordial Bulwark

Prerequisites: 18th-level Vessel, Opalescent Armor
You draw out the true primordial fortitude of the Spirit bound within you. Your Archon Form gains Resistance to all damage except for force, psychic, and radiant damage.

As a bonus action, you can harden your Archon Form, and until the start of your next turn, whenever you take damage you reduce it by your Charisma modifier (minimum of 1).

Sealed Spirit

Choose the Sealed Spirit that best represents the entity that has been bound within you and is the source of your power:

   
The Ascended The Fallen
The Cataclysm The Formless
The Cursed The Trickster

The Ascended

When mortals attain heights of arcane power that allow them to ascend beyond their physical forms, they make themselves vulnerable to being sealed away. Often, these great sorcerers and archmages are punished by the deities of magic, and are imprisoned where they can no longer violate arcane laws.

Ancient Knowledge

3rd-level Ascended Spirit feature
Your Spirit grants you access to its vast esoteric knowledge. During a long rest, you now prepare a number of spells from the Vessel or Wizard spell list equal to your Spells Known, in place of your Spells Known. The spells you prepare must be
  equal to your Slot level or lower. In addition, you can cast
  the Ritual version of any spell you prepare.

Ascended Archon

Medium Humanoid (Shapechanger)


  • Speed 30 ft., fly 10 ft. (hover)
    AC Bonus +0

 


  • Resistances all damage from spells

  • Languages Primordial, any languages you know

  • Skills Arcana, History, Religion

Traits

Arcane Blast. Once on its turn, the Archon can forgo one attack to cause a burst of raw magic at a point it can see within 60 ft. All creatures within 5 ft. of that point must succeed on a Dexterity saving throw or take damage as if they were hit by one of your Iridescent Strikes.

Astral Step. After the Archon casts a spell, it can teleport a number of feet equal to 10 times the level of that spell (minimum of 10 ft.) to an unoccupied space it can see.

Ascended Magic

3rd-level Ascended Spirit feature
You always have certain spells prepared at the Vessel levels noted in the table below. They count as Vessel spells for you, but do not count against the spells you prepare each day:

Your Iridescent Strikes can also deal the damage type of any spell you have prepared, which you can choose on hit.

Vessel Level Spells
3rd identify, shield ll
5th locate creature ll, invisibility
9th counterspell ll, minute meteors *
13th divination, resilient sphere
17th arcane hand, commune

Potent Spellcasting

6th-level Ascended Spirit feature
The mage imprisoned within your soul empowers your spells. When you deal damage with a Vessel or Wizard spell, you add your Charisma modifier (minimum of +1) to one damage roll.

Ascended Arcanum

15th-level Ascended Spirit feature
You wrest even greater magics from the Ascended within you. You learn a single 5th-level Wizard spell of your choice, which you can cast once per long rest without spending a spell slot.

At 20th level, you learn a 6th-level Wizard spell that you can also cast once per long rest without expending a spell slot.

   Archmage Reborn

   20th-level Ascended Spirit feature
   Your soul allows your Ascended Spirit to manifest itself
   once again. Your Archon Form gains the following benefits:

  • You assume the appearance your Ascended had in life.
  • Your flying speed increases to 30 feet.
  • The distance you can teleport with Astral Step is doubled.
  • As a bonus action on each of your turns, you can teleport up to 30 feet to an unoccupied space you can see in range.
  • The radius of your Arcane Blast becomes 15 feet.

The Cataclysm

At the dawn of time, elemental forces ran wild. Elder beings of pure air, earth, fire, and water rampaged across the world, shaping it by their destruction. These primordial elementals and elder genies were banished from the material plane, but always seek to return. When they threaten the mortal realm, great forces bind these elder elemental Cataclysms to hosts.

Elemental Affinity

3rd-level Cataclysm Spirit feature
Within you is bound an elder elemental Spirit of great power. Choose the element from the list below that best represents that of your Spirit. This choice grants you Affinity with, and Resistance to a certain damage type, as shown on the table:

Air Earth Fire Water
 thunder  bludgeoning    fire       cold   

    Your Elemental Affinity also determines the stat block you use for your Archon Form, which are found on the next page.

Cataclysm Magic

3rd-level Cataclysm Spirit feature
You learn certain spells at the Vessel levels noted in the table below. They do not count against your total number of Spells Known and cannot be replaced when you gain a level.

Spells on the first table are shared by Cataclysm Vessels
of all Elemental Affinities. The second spell you gain at the Vessel levels listed below is determined by your Elemental Affinity, and are listed by Element on the lower tables.

Finally, you can choose for your Iridescent Strikes to deal your Affinity damage type on hit, which is always magical.

Vessel Level Spells
3rd absorb elements *
5th elemental blade ll
9th elemental bane ll
13th resilient sphere
17th far step *
Vessel Level Air Spells Earth Spells
3rd beckon air ll
thunderwave
mold earth ll
earth tremor *
5th dust devil * spike growth
9th sonic wave ll erupting earth *
13th storm sphere * pillars of earth ll
17th control winds * wall of stone
Vessel Level Fire Spells Water Spells
3rd control flame ll
hellish rebuke
shape water ll
torrent ll
5th flaming sphere misty step
9th fireball tidal wave *
13th wall of fire watery sphere *
17th flame strike maelstrom *

Elder Power

6th-level Cataclysm Spirit feature
Your Spirit infuses you with its elder elemental power. While cloaked in your Spirit Mantle, you gain Immunity to Affinity damage you inflict with Vessel spells and other abilities.

Moreover, when you deal Affinity damage in Archon Form, you treat a roll of 1 or 2 on any of your damage dice as a 3.

Cataclysmic Eruption

15th-level Cataclysm Spirit feature
You can briefly manifest the raw destructive elements of your Spirit. As an action, you can cause a 15-foot diameter, 60-foot high, pillar of elemental power to erupt from a surface you can see within 30 feet, forcing creatures to make a Dexterity saving throw, then it disappears. Creatures take 9d6 Affinity damage on a failure, and half as much on a success.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all uses when you finish a long rest. If you have no uses left, you can expend a Vessel Magic spell slot to use this feature again.

Cataclysm Reborn

20th-level Cataclysm Spirit feature
You wield the full power of your primordial Cataclysm. When you are in your Archon Form you gain the following benefits:

  • You assume the true appearance of your Cataclysm.
  • The weather in a 1-mile radius surrounding you subtly changes to reflect your primordial elemental influence.
  • You can use your Cataclysmic Eruption action at will.

Air Archon

Medium Elemental (Shapechanger)


  • Speed 20 ft., fly 30 ft. (hover)
    AC Bonus +0

 


  • Resistances thunder, lightning

  • Languages Auran, any languages you know

  • Skills Acrobatics, Stealth

Traits

Bluster. When the Archon deals thunder damage to a creature with an Iridescent Strike, its target is knocked back 10 feet in a straight line. This distance is halved for each size the target is above the Archon.

Elder Elemental. When the Archon deals Affinity damage, it ignores Resistance and treats Immunity as Resistance.

Gaseous. The Archon can move through gaps as narrow as 1 inch without squeezing, and while using its flying speed, opportunity attacks have disadvantage against it.

Earth Archon

Medium Elemental (Shapechanger)


  • Speed 30 ft., climb 30 ft., burrow 10 ft.
    AC Bonus +2

 


  • Resistances acid, poison

  • Languages Terran, any languages you know

  • Senses Tremmorsense 10 ft.

  • Skills Athletics, Intimidation

Traits

Elder Elemental. When the Archon deals Affinity damage, it ignores Resistance and treats Immunity as Resistance.

Rock Solid. When the Archon deals bludgeoning damage to a creature with an Iridescent Strike, the target's speed is halved until the start of the Archon's following turn.

Siege Monster. The Archon deals maximum bludgeoning damage to non-magical objects and structures.

Fire Archon

Medium Elemental (Shapechanger)


  • Speed 40 ft.
    AC Bonus +0

 


  • Resistances fire, radiant

  • Languages Ignan, any languages you know

  • Skills Acrobatics, Intimidation

Traits

Elder Elemental. When the Archon deals Affinity damage, it ignores Resistance and treats Immunity as Resistance.

Searing Flame. Whenever the Archon deals fire damage, it rolls its damage twice and chooses which total to use.

Illumination. The Archon sheds bright light in a 30-foot radius from itself, and dim light 30 feet beyond that.

Water Archon

Medium Elemental (Shapechanger)


  • Speed 30 ft., swim 50 ft.
    AC Bonus +0

 


  • Resistances acid, cold

  • Languages Aquan, any languages you know

  • Senses Darkvision 120 ft.

  • Skills Acrobatics, Stealth

Traits

Aqueous. The Archon can breathe normally in both air and water, and it can move through gaps as narrow as
1 inch without having to squeeze.

Elder Elemental. When the Archon deals Affinity damage, it ignores Resistance and treats Immunity as Resistance.

Fluid Resilience. When the Archon takes damage, it can use its reaction to reduce that damage by your Charisma modifier, and then move up to 15 ft. without provoking opportunity attacks. It cannot use this reaction when it takes force or psychic damage.

The Cursed

Condemned by the heavens for transgressions at the dawn of time, Cursed Spirits were wielders of overwhelming sinister power. Counted among these Spirits are demons, devils, and other vile spirits of the lower planes. Cursed pose a threat to the multiverse, and are sealed to prevent untold calamity.

Malignant Aura

3rd-level Cursed Spirit feature
The aura of the Cursed Spirit sealed within your soul bleeds into yours. You gain the Striking Presence Aspect. It does not count against your Unsealed Aspects and cannot be replaced.

If you already unlocked this Unsealed Aspect, you unlock another of your choice, or you can unlock Striking Presence again, but must choose a different skill to gain its benefits.

Cursed Magic

3rd-level Cursed Spirit feature
You learn certain spells at the Vessel levels noted in the table below. They do not count against your total number of Spells Known and cannot be replaced when you gain a level.

Your Iridescent Strikes can also deal fire damage on hit.

Vessel Level Spells
3rd hellish rebuke, jump ll
5th flame whip ll, scorching ray
9th fireball, haste
13th dominate creature ll, wall of fire
17th destructive wave, insect plague

Hellfire

6th-level Cursed Spirit feature
You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. Whenever you deal fire damage to a target, you ignore Resistance to fire damage and treat Immunity to fire as Resistance.

Also, if you deal fire damage to a creature it cannot regain hit points until the start of your next turn.

Cursed Archon

Medium Fiend (Shapechanger)


  • Speed 40 ft., climb 40 ft.
    AC Bonus +1

 


  • Resistances fire, poison

  • Languages Infernal, any languages you know

  • Senses Darkvision 60 ft.

  • Skills Intimidation, Stealth

Traits

Frenzy. When it takes the Attack action, the Archon can enter a Frenzy which lasts until the start of its next turn. For the duraiton all of its attacks, and all attacks targeting the Archon, are made with advantage.

Infernal Drain. Once per turn when the Archon deals fire damage with an Iridescent Strike, its temporary hit points increase by your Charisma modifier. Your total temporary hit points cannot exceed twice your Vessel level.

Dark Sacrifice

15th-level Cursed Spirit feature
You can sacrifice your vitality to your Spirit in return for its power. As a bonus action, you can reduce both your current and maximum hit points by 10 to regain one Vessel Magic spell slot. This reduction cannot be lessened in any way.

At the end of your next long rest any reduction to your hit point maximum from this feature returns to normal.

Lord of Darkness

20th-level Cursed Spirit feature
Your power allows your Spirit to walk in the material world once again. Your Archon Form gains the following benefits:

  • You assume the true appearance of your Cursed Spirit.
  • You gain Immunity to the Charmed, Frightened, and Poisoned conditions, and to poison and fire damage.
  • When you take the Attack action on your turn you can make one bonus Iridescent Strike as part of your action.
  • Once per turn when you deal fire damage to a creature
                                    with an Iridescent Strike you can cause
                                               it to be Frightened of you until the
                                                        beginning of your next turn.

The Fallen

Not all denizens of the upper planes serve the will of those who created them. Some stray from their divinely ordained purpose and draw wrath. These wayward celestial beings are branded as Fallen Spirits and hurled from the heavens to be imprisoned in mortals to atone for their sins. Some swear revenge upon the heavens while others seek reconciliation.

Celestial Warrior

3rd-level Fallen Spirit feature
You are infused with the skills and vigilance of the heavenly host. You gain proficiency in Insight and all martial weapons.

Whenever you make an Insight check while cloaked in your Spirit Mantle, you add your Charisma modifier to your roll.

Divine Wrath

3rd-level Fallen Spirit feature
When you make a melee weapon attack while cloaked in your Spirit Mantle, you can infuse it with Divine Wrath. When you do, you use Charisma for its attack and damage rolls, it deals radiant damage on hit, and it counts as an Iridescent Strike.

Fallen Archon

Medium Celestial (Shapechanger)


  • Speed 30 ft.
    AC Bonus +2

 


  • Resistances necrotic, radiant

  • Languages Celestial, any languages you know

  • Senses Darkvision 60 ft.

  • Skills Intimidation, Religion

Traits

Divine Ward. As a bonus action, the Archon can grant a creature it can see within 30 feet temporary hit points equal to your Charisma modifier, which last 1 minute.

Wings of Wrath. When the Archon uses Divine Wrath, it gains the Thrown (20/60) property, and after the attack, the weapon instantly returns to the Archon's hand.

 Fallen Magic

3rd-level Fallen Spirit feature
You learn certain spells at the Vessel levels noted in the table below. They do not count against your total number of Spells Known and cannot be replaced when you gain a level.

Vessel Level Spells
3rd divine favor ll, ethereal anchor ll
5th branding smite ll, spiritual weapon
9th crusader's mantle, revivify
13th banishment, guardian of faith
17th circle of power, flame strike

Condemnation

6th-level Fallen Spirit feature
When you hit a creature with a Divine Wrath attack while in Archon Form, you can Condemn it. A Condemned creature must spend two feet of movement for every foot it wishes to move away from you, and your Divine Wrath attacks against it score a critical hit on a roll of 19 or 20 on the d20.

You can only Condemn a single creature per Archon Form transformation, and it lasts until you revert to normal form.

Heavenly Zeal

15th-level Fallen Spirit feature
You unlock the Aether Wings Unsealed Aspect, or another if you have already unlocked it. It does not count against your Unsealed Aspects, and Aether Wings cannot be replaced.

Your Divine Wrath attacks against Condemned creatures also now score a critical hit on a roll of 18-20 on the d20.

Divine Avenger

20th-level Fallen Spirit feature
You can fully channel the divinity of the Spirit bound to your mortal flesh. Your Archon Form gains the following benefits:

  • You assume the true appearance of your Fallen Spirit.
  • When you miss a target with a weapon attack, the next attack you make against that creature has advantage.
  • If you score a critical hit against a creature, it is Blinded, Deafened, and mute until the start of your next turn.

The Formless

Before the world was shaped, horrible things slithered
about the darkness. Formless monsters with only one
desire; consume. These shapeless entities of hunger
are known as Formless, and even now, they gnaw the
roots of the world, trapped below the material plane.

Amorphous Shape

3rd-level Formless Spirit feature
The oozing Spirit bound to your soul allows you to
reshape yourself in unnatural ways. While cloaked
in your Spirit Mantle, you can move through gaps
as narrow as 1-inch without squeezing. This has
no effect on what you are wearing or carrying.

You also gain the Ethereal Tendril Aspect.
It does not count against your total number
of Unsealed Aspects and it cannot be replaced
with another Unsealed Aspect.

If you already unlocked Ethereal Tendril, you
unlock another Unsealed Aspect of your choice.

Formless Magic

3rd-level Formless Spirit feature
You learn certain spells at the Vessel levels noted
in the table below. They don't count against your
total number of Spells Known and they cannot be
replaced when you gain a level.

Your Iridescent Strikes can also deal acid damage.

Vessel Level Spells
3rd caustic brew **, entangle
5th hold person, web
9th grasping vine ll, slow
13th eldritch tentacles ll, vitriolic sphere *
17th contagion, hold monster

Formless Archon

Medium Ooze (Shapechanger)


  • Speed 30 ft., climb 30 ft.
    AC Bonus +1

 


  • Resistances acid, poison

  • Immunities Grappled, Restrained

  • Languages Primordial, any languages you know

  • Senses Blindsight 60 ft. (blind beyond this radius)

Traits

Pseudopods. The Archon sprouts a number of additional pseudopod limbs equal to your Charisma modifier. They have a reach of 10 ft., and they can be attacked as part of the Archon. These pseudopods can only be used to make melee Iridescent Strike attacks, Grapple, and Shove.

Sticky Slime. When the Archon hits a creature equal to its size or smaller with a melee Iridescent Strike, it can force it to make a Dexterity saving throw or become Grappled. To escape this Grapple, a creature must use its action to make a Strength saving throw, escaping on a success.

Drain Vitality

6th-level Formless Spirit feature
The Spirit bound within you drives you to consume. When in Archon Form, you can use a bonus action to force creatures under the effect of your Formless Magic spells, or Grappled by you, to make a Constitution saving throw. They take 2d8 acid damage on a failed save, and your temporary hit points increase by half the acid damage dealt. Your temporary hit points cannot exceed twice your Vessel level.

This acid damage increases at certain Vessel levels: at
9th (3d8), 13th (4d8), 17th (5d8), and 20th level (6d8).

Consume Strike

15th-level Formless Spirit feature
You can even consume the techniques of others. When your Archon Form is hit by an attack, you can use your reaction to temporarily consume the memory of that attack.

The first Iridescent Strike you make before the end of your next turn morphs into a gelatinous mockery of the attack you consumed. On hit, it applies the damage and effects from the attack you consumed instead of a normal Iridescent Strike.

Primordial Hunger

20th-level Formless Spirit feature
You and the Formless Spirit bound to you have become one hunger. Your Archon Form gains the following benefits:

  • You assume the true appearance of your Formless Spirit.
  • You gain Immunity to acid damage, and whenever you deal acid damage, you ignore Resistance to acid damage and you treat Immunity to acid damage as Resistance.
  • As an action on your turn, you can make one Iridescent Strike with each one of your Archon's Pseudopods.

The Trickster

The beings of the Feywild are known for their whimsical and ephemeral ways, often unpredictable to mortals. Most of the faerie are content to follow these self-imposed rules and only interfere with mortals when they are approached. However, the Fey known as Tricksters cannot help but spread discord and need to be sealed away to limit the chaos they spread.

Trickster Magic

3rd-level Trickster Spirit feature
You learn certain spells at the Vessel levels noted in the table below. They do not count against your total number of Spells Known and cannot be replaced when you gain a level.

Your Iridescent Strikes can also deal psychic damage.

Vessel Level Spells
3rd charm person, disguise self
5th invisibility, misty step
9th enemies abound, hypnotic pattern ll
13th charm monster *, dimension door
17th dream, mislead

Shifting Visgage

3rd-level Trickster Spirit feature
You can change your appearance to better sow chaos. When cloaked in your Spirit Mantle, you can cast the disguise self spell without expending a spell slot, and you can unerringly mimic any sounds or voices you have heard before.

Illusory Strikes

6th-level Trickster Spirit feature
Your Spirit projects potent illusions to attack your enemies.
Whenever you would make an Iridescent Strike during your turn, you can forgo that attack to conjure one illusory
copy of yourself in an unoccupied space you can
see within 30 feet of you. This illusory copy of
you makes one Iridescent Strike against
a target within range and disappears.

Fey Retribution

15th-level Trickster Spirit feature
The power of the Trickster can
reflect magic back upon foes.
If you succeed on a saving
throw against a spell, you
can use your reaction to
force the caster to make
a Wisdom saving throw.
On a failure, it suffers
the effects of either
charm person or
charm monster.

Once a creature
is Charmed by you
in this way, it can't
be Charmed by this
feature again until
the next dawn.

Trickster Archon

Medium Fey (Shapechanger)


  • Speed 30 ft.
    AC Bonus +0

 


  • Immunities Charmed, Frightened

  • Languages Sylvan, any languages you know

  • Senses Darkvision 60 ft.

  • Skills Deception, Stealth

Traits

Juxtapose. As a bonus action, the Archon can force one creature that it can see within 60 ft. to make a Charisma saving throw. On a failure, the Archon instantly switches places with the creature. The creature can choose to fail.

Stolen Memory. Once per turn when the Archon deals psychic damage with an Iridescent Strike, it can force its target to make an Intelligence saving throw. On a failure, it cannot see, hear, smell, sense, or target the Archon in any way until the start of the Archon's next turn.

Lord of Mischief

20th-level Trickster Spirit feature
You can channel the whimsical and terrifying power of The Trickster. Your Archon Form gains the following benefits:

  • You assume the true appearance of your Trickster Spirit.
  • When you use Illusory Strikes the range becomes 60 feet.
  • Once per turn when you use Illusory Strikes you can create two illusory copies of yourself within range.
  • When you hit a creature with an Iridescent Strike it has
         disadvantage on its next Wisdom saving throw.

The Vessel

Channel the power of the spirit sealed within your soul with this new class for 5e! Channel the ancient and overwhelming power of six Sealed Spirits and their Unsealed Aspects:

The Ascended - The Cataclysm - The Cursed
The Fallen - The Formless - The Trickster

Version 4.0.0 - Created by /u/laserllama
Last Updated: February 10th, 2026

Additional Laserllama Homebrew content
can be found for free on GM Binder.

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The Christmas Spirit - The Dark Flame
The Mythic Hero - The Weapon

 

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