Otherworldly Patron
The River Styx
Your patron is the river that winds through the lower planes, snaking through the evil afterlife. You once visited the River Styx and swam in it, making your skin as hard as iron. However, this power comes with a price. The river is actually the domain of the goddess Styx, who loves to bestow her power on heroes, for a price.
River Styx Expanded Spells
Spell Level | Spells |
---|---|
1st | absorb elements, shield |
2nd | blur, enhance ability |
3rd | protection from energy, tidal wave |
4th | death ward, otiluke's resilient sphere |
5th | antilife shell, circle of power |
Iron Skin
Starting at 1st level, your skin is especially hard to penetrate. While wearing no armor, your AC is calculated as 13 + your Charisma modifier. In addition, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Cleanse of the Styx
When you reach 6th level, you can temporarily gift some of your ability. As an action, you can touch a willing creature and grant it resistance to one damage type of your choice for 10 minutes.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Stygian Skin
At 10th level, your connection to the river increases, and so does your resistance. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Stygian Ray
At 14th level, you can let lose a bolt of stygian water to weaken your enemies. You may expend an action and point at a creature within 120 feet. All of your attacks against that creature are considered critical hits. This effect lasts for 1 minute or until the creature succeeds on a Constitution saving throw at the end of its turn.
You can use this ability once, and regain the ability to do so when you complete a long rest.
Additional Pact Boon
Pact of the Vessel
Your patron gifts you with a small coin with an image of a ship on one side and a horse on the other called a Vessel Coin. You can expend a bonus action to flip this coin to turn it into your pact vessel that weighs no more than 15 times your Charisma score. You have proficiency in vehicle checks to man this vessel. You can turn this vehicle back into a coin by expending a bonus action to touch the vehicle.
If you take ownership of another vehicle (at the DM's discretion), you can bind it to your Vessel Coin to make it your vessel by performing an 8-hour ritual while in the presence of the vessel, which can be done over a short rest. You can then dismiss the vehicle, shunting it into an extradimensional space, and it appears whenever you create your pact vessel thereafter.
If you lose your Vessel Coin, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous Vessel Coin. The Vessel Coin melts into water when you die.
Eldritch Invocations
Captain's Presence
Prerequisite: Pact of the Vessel feature
While you are aboard your pact vessel, you have advantage on ability checks to influence other creatures aboard your vessel.
Charon's Vessel
Prerequisite: 13th level, Pact of the Vessel feature
While your vessel is active, you can expend an action to cast plane shift on the vessel and anyone aboard it. You can use this ability once, and regain the ability to do so again after 7 days.
Just Keep Riding
Prerequisite: Pact of the Vessel feature
While you are riding your vessel, you do not require sleep. You must still do so to gain the benefits of a long rest.
Binding Stable Hand
Prerequisite: 5th level, Pact of the Vessel feature
You gain the ability to bind a living creature to your Vessel Coin. You perform the normal ritual on a willing beast of at least one size larger than you, binding it to your Vessel Coin. You can then dismiss the creature to the extradimensional space or summon it as a bonus action.
At the DM's discretion, you can bind other creatures as well, such as pegasi, griffons, hippogriffs, or even dragons.
Credits
Created by: u/Dragoborn93
Art: Travel on the River Styx by Nick Jacops