Vessel

by 7Cashew

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Vessel

Vessel


A half-orc wanders further into the cave, stepping over the bones of adventurers who fell to the poison traps from before. He walks deeper into the cavern, and holds his torch out in front of him, illuminating the form of a massive chained beast. He hears a voice in his head "What is it that you seek, lone wanderer?"

The Lust For Power


Most vessels have taken this "blessing" in order to become stronger. Within this search for power they have gained an unnatural addition to their body, and their soul.

Creating A Vessel


When creating a vessel you should think about the way that the vessel meets their entity and how their entity made a deal with them, whether the vessel was willing or forced may also be an important detail.

Quick Build


You can quickly create a vessel by following these suggestions. First, Charisma should be your highest ability score, followed by strength or dexterity.

Class Name
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Entity Within, Flesh Bud
2nd +2 Spellcasting, Organic Weapon 3 2
3rd +2 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 Handy Helper 5 4 2
7th +3 6 4 3
8th +3 Ability Score Improvement 6 4 3
9th +4 7 4 3 2
10th +4 Unnatural Overload 7 4 3 2
11th +4 Improved Buds 8 4 3 2
12th +4 Ability Score Improvement 9 4 3 3
13th +5 10 4 3 3
14th +5 11 4 3 3 1
15th +5 Arcane Entity 12 4 3 3 1
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 14 4 3 3 2 1
18th +6 Perfect Symbiosis 15 4 3 3 3 1
19th +6 Ability Score Improvement 16 4 3 3 3 2
20th +6 Entity Takeover 17 4 3 3 3 2

Class Features

As a vessel, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per vessel level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vessel level after 1st

Proficiencies


  • Armor: Light and Medium Armor
  • Weapons: Simple Weapons, Martial Weapons

  • Saving Throws: Charisma, Strength
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • a martial weapon
  • (a) five daggers or (b) a simple weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack

Entity Within


At 1st level, you may choose an entity to inhabit your body and soul, that give you supernatural abilities. There are types of Entities that you can choose between, The Cosmic Horror, The Demonic Fiend or the Arcane Tyrant. Your choice grants you features at 1st level and again at 3rd, 7th and 14th level. Your choice also determines your spell list.

Flesh Bud


Starting at 1st level, you learn to harness the creature within. You may place a bud of matter from your entity onto an enemy. You may use your flesh bud to do several effects listed after this section. You may use this feature a number of times equal to your vessel spellcasting modifier. You regain any expended uses after finishing a long rest.

Starting at 3rd level, you can use your flesh bud a number of times equal to half your vessel level (minimum of 1) + your vessel spellcasting modifier. You regain any uses after finishing a long rest.

To plant your bud, as a bonus action, you infect a creature within 30 ft or one you hit with your organic weapon.

Save DC: 8 + PB + Spellcasting Mod.

On a failure, the bud takes hold for 1 minute. You can have multiple buds on multiple targets, but only one bud per creature.

Corrupting Bud


As a bonus action, force a budded creature to make a Wisdom save or become Charmed by you until the end of its next turn.

Raging Bud


As a bonus action, force a budded creature to make a Wisdom save. On failure the creature becomes Berserk for 1 round:

  • Must use its action to make a melee attack against the nearest creature (ally or enemy)
  • Cannot take reactions
  • Moves toward the closest creature

Detonating Bud


As a bonus action deal 1d6 + spellcasting modifier psychic damage per bud. Damage increases at levels 5, 11, 17 to 2d6, 3d6, 4d6.

Leaching Bud


As a bonus action, choose a budded creature. You regain HP equal to half the damage you deal to them this turn.

Spellcasting


Starting at 2nd level, you gain the ability to cast level 1 spells and higher.

Spell Slots The vessel table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher You know three 1st-level vessel spells of your choice from your Entities spell list.

You learn additional spells chosen from your entities spell list as indicated in the spells known column on the Vessel Table.

Ritual Casting You can cast a vessel spell as a ritual if that spell has the ritual tag and you know the spell

Organic Weapon


Starting at 2nd level, your body can become a weapon, choose one of the following options. Your weapon follows the weapons usual statistics.

Blade


When you hit a creature, you may infect them. Once per turn, when attacking an infected creature, deal +1d4 slashing damage.

This increases at level 11 (+1d6), level 17 (+1d8).

Bludgeon


When you hit a creature, your entity leaps onto the target, it must make a Strength save.


On failure, one:

  • Grappled (no escape until your next turn)
  • OR
  • Knocked Prone

Bow


Your ranged attacks have:

  • +10 ft to range
  • Ignore half and three-quarters cover
  • Attacks against budded creatures crit on a 19–20.

Polearm


When a creature hits you, you may use a Flesh Bud charge as a reaction to:

  • Add your spellcasting modifier to AC,
  • Immediately make one Organic Weapon attack against them.

Ability Score Improvement


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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Handy Helper


Starting at 6th level, when you make a skill check that can be aided, your entity automatically aids you, giving you advantage.

Unnatural Overload


Starting at 10th level, you may choose to enter an unnatural overload, enhancing your organic weapon and flesh buds. This state lasts for 1 minute, and may be performed once per long rest. You gain the following benefits:

  • All Organic Weapons gain one additional dice
  • All Flesh Bud saves suffer disadvantage
  • Your movement speed increases by 10 ft
  • You gain temporary HP = vessel level + spellcasting modifier

Improved Buds


Starting at 11th level, when a creature succeeds on the saving throw to resist your flesh bud, the flesh bud does not die and attempts to affect them on the start of your next turn again. This feature only works once per flesh bud. Additionally, you may use the detonation feature even if they succeed, however it deals half damage.

Spirit Casting


Beginning at 15th level, your entity may cast some spells for you.

  • Uses your spell attack and save DC
  • Can cast spells without verbal, somatic, or material components
  • Range of the spell doubles
  • Uses: PB

Perfect Symbiosis


Beginning at 18th level, You can freely shift your Organic Weapon between all four types at the start of your turn.

While in Overload, your Organic Weapon does not add one dice, but instead triples the number of dice.

Entity Takeover


At level 20 you can allow the entity to completely take control of your body. While in Full Entity Form, you are unable to make any decisions, however the entity is empowered. You gain advantage on all attack rolls and saving throws, and your movement speed increases by 30.

Entities


Now you'll have to choose which type of entity infiltrates your body

Cosmic Horror


Beings in the outer reaches of the Astral Plane have strange abilities beyond the understanding of even the most intelligent scholars.

Young Cosmic Horror


Starting at 1st level, you augment your current capabilities with the ability to cast spells.

Cantrip You learn two cantrips of your choice from the Cosmic Horror spell list. You learn an additional Cosmic Horror cantrip of your choice at 10th level

Spellcasting Ability Charisma is your spellcasting ability for your Cosmic Horror spells, since you learn your spells through your entity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a vessel spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Astral Bud


Starting at 3rd level, when your flesh bud infects a creature, you can always sense where they are, and you may detect their surface thoughts as if they are under the effect of the Detect Thoughts spell

Cosmic Core


Starting at 7th level, choose between 3 types of celestial bodies. The choice you make will effect how your entity will look inside of you, and give you certain benefits.

Star Your base movement speed increases by 10 feet

Planet You gain +1 AC

Asteroid You gain resistance to fire damage

Celestial Sight


Starting at 14th level, you gain the ability to use the sight of your entity. You can activate this feature once per long rest, and it lasts for 5 minutes. In this state you can see through walls and objects. You may also cast detect thoughts at will, and you may delve deeper into their thoughts without them noticing.

Demonic Fiend


Deep in the bowls of hell, certain entities lurk and stalk, waiting for a time to rise up and take souls as they please.

Young Demonic Fiend


Starting at 1st level, you augment your current capabilities with the ability to cast spells.

Cantrip You learn two cantrips of your choice from the Demonic Fiend spell list. You learn an additional Demonic Fiend cantrip of your choice at 10th level

Spellcasting Ability Charisma is your spellcasting ability for your Demonic Fiend spells, since you learn your spells through your entity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a vessel spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Hellish Bud


Starting at 3rd level, when your flesh bud infects a creature, you mark them with a brand of the scorch. Next time you hit them with a spell attack that deals fire damage, you may roll an extra damage dice as if you cast the spell at 1 level higher.

Burning Core


Starting at 7th level, your heart is fully covered by the hellish beast within. You gain resistance to fire damage and you gain the ability to control flames as if you cast the Control Flames spell.

Circles of Hell


Starting at 14th level, you may expend spell slots in order to form circles of hell. For each level of the spell slot add an additional circle. For each circle formed, any fire damage dealt adds an extra damage die.

Arcane Tyrant


A magical being, forged through studying the many arcane texts of the world. Whether the entity is a being forged through magic, or one merely changed by it, regardless, they are powerful.

Arcane Bud


Starting at 3rd level, when your flesh bud infects a creature, you mark them with a brand of the magus. The next cantrip you cast is guaranteed to hit the target.

Magical Core


Starting at 7th level, runes become inscribed upon your veins. You gain advantage on saving throws against magical effects, and you gain 1 cantrip from the wizard spell list of your choice.

Mystical Chaos


Starting at 14th level, when casting a spell you may choose to activate a mystical chaos rune upon your spell. This will cause one of three things. Either your spell doubles in damage, the damage type changes, or the spell halves in damage. You may use this feature once per long rest.

Cosmic Horror Spells


Cantrips (0 Level)
  • Thunderclap
  • Ray of Frost
  • Mind Sliver
  • Minor Illusion
  • Message
  • Guidance
  • Eldritch Blast
  • Friends
4th Level
  • Banishment
  • Charm Monster
  • Confusion
  • Divination
  • Hallucinatory Terrain
  • Polymorph
  • Psychic Lance
  • Summon Aberration
  • Shadow of Moil
1st Level
  • Arms of Hadar
  • Charm Person
  • Command
  • Compelled Duel
  • Dissonant Whispers
  • Hex
  • Identify
  • Sleep
  • Unseen Servant
5th Level
  • Animate Objects
  • Bigby's Hand
  • Contagion
  • Dominate Person
  • Dream
  • Geas
  • Mislead
  • Modify Memory
  • Summon Celestial
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Enthrall
  • Levitate
  • Magic Mouth
  • Mind Spike
  • Suggestion
3rd Level
  • Clairvoyance
  • Enemies Abound
  • Fast Friends
  • Fly
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellectual Fortress
  • Sending
  • Vampiric Touch

Hellish Fiend Spells


Cantrips (0 Level)
  • Booming Blade
  • Dancing Lights
  • Firebolt
  • Light
  • Produce Flame
  • Resistance
  • Sacred Flame
  • Word of Radiance
4th Level
  • Fire Shield
  • Freedom of Movement
  • Sickening Radiance
  • Staggering Smite
  • Summon Greater Demon
  • Wall of Fire
1st Level
  • Armor of Agathys
  • Bane
  • Burning Hands
  • Chromatic Orb
  • Faerie Fire
  • False Life
  • Hellish Rebuke
  • Searing Smite
  • Wrathful Smite
5th Level
  • Banishing Smite
  • Cloudkill
  • Dawn
  • Far Step
  • Flame Strike
  • Immolation
  • Infernal Calling
  • Wall of Light
  • Reincarnate
2nd Level
  • Aganazzar's Scorcher
  • Branding Smite
  • Continual Flame
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Protection from Poison
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Blinding Smite
  • Daylight
  • Erupting Earth
  • Fireball
  • Fear
  • Flame Arrows
  • Remove Curse
  • Summon Lesser Demons

Arcane Tyrant


Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Lightning Lure
  • Gust
  • Mage Hand
  • Magic Stone
  • Shocking Grasp
  • Prestidigitation
4th Level
  • Arcane Eye
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Gravity Sinkhole
  • Greater Invisibility
  • Ice Storm
  • Summon Elemental
  • Watery Sphere
1st Level
  • Absorb Elements
  • Bless
  • Catapult
  • Color Spray
  • Detect Magic
  • Earth Tremor
  • Find Familiar
  • Heroism
  • Frost Fingers
  • Magic Missile
  • Mage Armor
5th Level
  • Awaken
  • Circle of Power
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Hallow
  • Legend Lore
  • Maelstrom
  • Temporal Shunt
  • Wall of Force
2nd Level
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Darkness
  • Enhance Ability
  • Find Steed
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Misty Step
3rd Level
  • Blink
  • Call Lightning
  • Conjure Animals
  • Counterspell
  • Dispel Magic
  • Fly
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Thunderstep
  • Wall of Water

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