Anchor v1

by Rain-Junkie

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Anchor

Standing motionless in the middle of the raging battlefield, the dragonborn lets out a deep breath as two spectral arms grow out from her shoulders, one ending in a lance, and the other a lashing tendril. The golden band of eyes that circled her set their gaze on the demon charging towards her, and she sprints to meet her foe, four golden wings shooting out of her back.

The tabaxi's footsteps made no sound as they walked through the thick underbrush of the rainforest. Slowly pulling out their spear, they watched as a nearby owlbear lapped at the small billabong, distirbing the previously still water. Thick, muscular arms ending in jagged claws began to form out from their waist, and the tabaxi lunges with a vicious war cry towards the owlbear, who looks up in alarm as the hunter closes in.

As an anchor, you have–willing or otherwise–bound your body and soul to a powerful spirit. This binding allows you to siphon a portion of their power for yourself, but it is not given freely. Your spirit rages against its bindings, draining your vitality as you access its power, knowing that your death would lead to their freedom.

Body and Spirit

All anchors are burdened with a spirit that has latched onto their body. While still in control, all anchors feel the weight of their spirit pushing against them, directing their will and leading them astray. Not all spirits are malicious, but every anchor feels their body strain as they channel their spirit's power, the very strength they wield tearing their body apart.


Most spirits care little for the wellbeing of their anchor, as the demise of the anchor would free the spirit from their prison. However, should a dead anchor be brought back to life, their eternal bond will drag the spirit right back to the body of their anchor. As such, many of these spirits take on a special hatred for any who attempt to heal their anchor, or bring them back from death itself.

Violent Habits

Despite being at complete odds, an anchor and their spirit feel most at one during the heat of battle, as their lust for violence, death, and carnage fills each of them with a single-minded devotion to the battle at hand. The anchor siphoning the power of the spirit while their spirit drains the anchor's very vitality creates a vicious cycle that many anchors find addictive, and they seek battle after battle, wanting to feel the adrenaline rush they experience from unshackling their spirit.

Because of this, many anchors die as a result of their own hubris, most often taking on a challenge too great for them to surmount alone. Recklessness is a common trait among anchors, as they throw themselves into dangerous situations, assuming the power they wield will be enough to stave off death one more time.


Creating an Anchor

When creating an anchor character, first consider how your character came into contact with your spirit. Did a magical event cause the two of you to bond, or perhaps you have always felt your spirit inside of you, and reaching maturity or a significant moment finally allowed you to access their power.

Work with your DM to figure out the relationship you have with your spirit. Is the nature of your spirit a mystery to your character, and their presence feels distant, but always within reach? Perhaps you and your spirit are on good terms, and the pain you must endure is an unfortunate side effect of the power they grant you. Or maybe your relationship is hostile, and you have to fight your spirit every step of the way as you vie for power and control. If your spirit has a more active role in your relationship, speak with your DM to consider their personality and quirks that set them apart as their own unique character.

Finally, reflect on why your character has taken to the life of an adventurer. While your spirit might drive you to an
objective or place, think about how your character's
own motivations might coincide or conflict with
the ambitions of your bound spirit.

Quick Build

You can make an anchor quickly by following
these suggestions. First, put your highest ability
score into Strength, followed by Wisdom.
Second, choose the hermit background.

Class Features

As an anchor, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per anchor level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per anchor level after 1st

Proficiencies


  • Armour: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Arcana, Athletics, Insight,
    Intimidation, Medicine, Perception, Religion

Equipment

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

  • Two simple weapons
  • Four javelins
  • An explorer's pack

Alternatively, you may start with 5d4 gp to buy your own equipment.

Optional Rule: Multiclassing

 

Prerequisites. To qualify for multiclassing into the anchor class, you must meet these prerequisites: Strength 13 and Wisdom 13.

Proficiencies. When you multiclass into the anchor class,
you gain the following proficiencies: Simple weapons.

The Anchor

Level Proficiency
Bonus
Features
1st +2 Arms of the Anchor, Battle of
Spirits, Unarmoured Defence
2nd +2 Unshackle Spirit
3rd +2 Malefic Burden
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Malefic Burden feature
7th +3 Blood Rush
8th +3 Ability Score Improvement
9th +4 Sanguine Safeguard
10th +4 Malefic Burden feature
11th +4 Improved Arms of the Anchor
12th +4 Ability Score Improvement
13th +5 Unnatural Regeneration
14th +5 Malefic Burden feature
15th +5 Spirit's Feast
16th +5 Ability Score Improvement
17th +6 Timeless Spirit
18th +6 Malefic Burden fearture
19th +6 Ability Score Improvement
20th +6 Subjugation


Arms of the Anchor

You can manifest two spectral arms when you roll initative (no action required) or as a bonus action on your turn, which are connected to your upper body. You can't manifest these arms while wearing armour. When you summon these arms, you decide what form each arm takes. The two arms can be the same form, or each one can be a different form. Your spectral arms can't interact with objects. You can dismiss your spectral arms on your turn (no action required).

Once per turn when you take the Attack action, you can forgo an attack to instead make a single attack with one of your arms. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Attacks you make with your spectral arms count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

When you manifest your arms, you can choose from the following options:

Claw. On a hit, the target takes 1d10 slashing damage, and if the target is Large or smaller creature, you can force it to succeed on a Strength saving throw or be grappled by you. The grapple ends if you use the claw to attack a different target, or if your arm is no longer shaped into a claw.

Lance. This arm has a reach of 10 feet. On a hit, the target takes 1d8 piercing damage, and if the target is a creature, you can force it to make a Constitution saving throw. On a failed save, its speed is halved until the start of your next turn.

Tendril. This arm has a reach of 20 feet. On a hit, the target takes 1d6 bludgeoning damage, and if the target is a Large or smaller creature, you can force it to succeed on a Strength saving throw or be pulled up to 15 feet directly towards you along the ground.

This feature, and some of your other anchor features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Anchor save DC = 8 + your proficiency bonus +

your Wisdom modifier

Battle of Spirits

Your spirit lays claim to your body while you're on the brink of death. While you're at 0 hit points and dying, you become immune to all damage and you can't regain hit points, except by rolling a 20 on a death saving throw. You can't become stable except by succeeding your third death saving throw.

You won't let your spirit claim you easily, though, and you rage against it as it devours your soul. When you make a death saving throw, you can roll a d4 and add it to the result. For each failed death save you have, roll an additional d4. You can add the highest roll to the result.


Unarmoured Defence

Your physicality and force of will safeguards you. While not wearing armour or wielding a shield, your Armour Class equals 10 + your Constitution modifier + your Wisdom modifier.

Unshackle Spirit

At 2nd level, you can unshackle your bound spirit when you take the Attack action on your turn, allowing it to enhance your combat prowess at the cost of your own vitality. While your spirit is unshackled, a transparant figure hovers around you in your space, which takes on an appearance of your choice. When you attack with a spectral arm on your turn while you spirit is unshackled, you can make one weapon attack with a simple weapon as a bonus action.

At the end of each of your turns while your spirit is unshackled, you take an amount of necrotic damage, which can't be reduced in any way. The first time you unshackle your spirit, this damage is equal to half your proficiency bonus (rounded up). Each time you unshackle it again before finishing a long rest, the damage increases by 1.

Your spirit remains unshackled until you're incapacitated or when you're reduced to 0 hit points. You can also shackle your spirit again as an action on your turn.

Malefic Burden

At 3rd level, the spirit bound to you begins to reveal itself, and the burden it bares on you grants you powerful boons. Choose either the Celestial or Wild Burden, each of which are detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

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. You can't increase an ability score above 20 using this feature.

Extra Attack

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

Blood Rush

At 7th level, your body reacts instinctively to danger of its own accord as your spirit tugs at you. Once per turn when you take damage, you can move up to 5 feet (no action required). While you're below half your hit point maximum, this movement doesn't provoke opportunity attacks.

Sanguine Guard

At 9th level, when you fail a saving throw, you can use your reaction to roll a d4 and add the number rolled to that saving throw. Immediately after using this feature, you take necrotic damage, which can't be reduced in any way. This damage is equal to twice the number rolled on the d4.

Improved Arms of the Anchor

At 11th level, when you deal damage with one of your spectral arms, you can roll its damage dice two additional times and add it to the damage of the attack.


Unnatural Regeneration

At 13th level, you recover all your hit dice when you finish a long rest, as your body heals at an unnatural speed.

During a short rest, you can expend a number of your anchor Hit Dice, up to a total equal to your Wisdom modifier. Roll each of the expended die, add your Wisdom modifier to each result, and gain temporary hit points equal to the total. These temporary hit points last until you finish a short or long rest.

Spirit's Feast

At 15th level, your spirit devours your vitality to draw strength as your draw closer to death. While unshackled and below half your hit point maximum, you gain resistance to all damage, but you take three times as much damage from your Unshackle Spirit at the end of each of your turns.

Timeless Spirit

At 17th level, you no longer age, and can't be aged magically.

Subjugation

At 20th level, you have surpassed the spirit inside of you, and it bends to your will. Whenever one of your class features would cause you to take damage, you instead take no damage.

Malefic Burden

The spirit of each Anchor reveals itself in a way that grants the anchor access to powerful abilities. Those with a celestial burden let the radiant light of their bound spirit sear away those that challenge them, while a wild burden grants its anchor the ability to ruthlessly chase its prey, constantly on the hunt.

Celestial Burden

You are burdened with a radiant celestial, whose divine light threatens to burn you from the inside out. While their power is mighty, and their cause is usually just, their unwavering commitment and fervor can be too much for your mortal body to handle. Those burdened with the might of a celestial often find themselves to be restless and judgemental, as the spirit they hold takes root in their psyche.

Gracious Gifts

At 3rd level, you gain proficiency in either the Intimidation or Persuasion skill. You also gain the ability to speak, read, and write Celestial.

Radiant Dawn

At 3rd level, your spirit's presence burns brightly around you. While your spirit is unshackled, you shed bright light in a 10-
foot radius, and dim light for an additional 10 feet. At the end of each of your turns, you can cause creatures of your choice in the bright light to take 1d4 radiant damage.

This damage increases as you gain levels; 1d6 at 6th level,
1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.

Your spirit is able to taste freedom as your stamina wanes. While you're below half your hit point maximum, the radius
of the bright and dim light you shed is doubled.


Angel's Grace

At 6th level, you sprout a set of angelic wings while your spirit is unshackled, which grant you half cover against ranged attacks while they gently flutter around your form.

Solar Zenith

At 10th level, when you deal damage to a creature with your Radiant Dawn, you can force it to make a Constitution saving throw. On a failed save, the creature becomes blinded until the start of its next turn. Once you force a creature to make this saving throw, you can't use this feature on that creature again until you finish a long rest.

Divine Ascension

At 14th level, you sprout a second set of wings while your spirit is unshackled, granting the benefits of Angel's Grace to creatures of your choice within 10 feet of you. While you have these two pairs of wings, you gain a flying speed equal to your walking speed. While flying this way, you and creatures of your choice within 10 feet of you don't benefit from Angel's Grace.

Gaze of the Ophanim

At 18th level, an incorporeal golden band circles you at all times, set with a hundred and one eyes. You gain truesight out to 30 feet, and can't be surprised. This band takes a form of your choice, such as a smaller band that sits above your head like a halo, or a larger one that slowly spins around your body.

You can set the eyes to gaze upon on a creature you can see within 30 feet of you as an action on your turn. The eyes gaze upon the creature until you command them to gaze upon another creature, until you command them to stop (no action required), or if the creature moves further than 30 feet away from you. While the eyes gaze upon a creature, melee weapon attacks you make against it can't miss.


Wild Burden

You are burdened with a savage beast, whose vicious hunger claws at your stomach. While their savagery and cunning is impressive, their thrill for the hunt leaves you on edge. Those burdened with the might of a beast often find themselves to be hungry and quick to anger, as the spirit they hold buries its way within them.

Wild Fervor

At 3rd level, and you gain proficiency in the Survival skill, and you can't be surprised while you're conscious.

Hunter and Hunted

At 3rd level, your spirit's presence causes you to strike with vicious intent. While your spirit is unshackled, your weapon attacks score a critical hit on a roll of 19 or 20.

Your spirit draws strength as your own power wanes. While you're below half your hit point maximum and score a critical hit with a weapon attack, you can roll the weapon's damage dice one additional time and add it to the damage of the critical hit.

Dynamic Lunge

At 6th level, when a creature hits you with a melee weapon attack while your spirit is unshackled, you can use your reaction to reduce the damage you take by 2d6 and move to an unoccupied space within 5 feet of the creature. This movement doesn't provoke opportunity attacks.

Hunter's Stride

At 10th level, if you end your turn while paralysed or restrained, you can immediately unshackle your spirit and end those conditions effecting you (no action required).

While your spirit is unshackled, spells and other magical effects can neither reduce your speed nor cause you to be paralysed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.


Vicious Lunge

At 14th level, when you use your Dynamic Lunge, you can make a single melee weapon attack with a simple weapon you're holding against the creature as part of the reaction.

Killer Instinct

At 18th level, you no longer roll initiative at the start of combat. Instead, you always go first in the initiative order.

During the first round of combat, you have advantage on all attack rolls, all attack rolls against you have disadvantage, and your speed is doubled.


Credits

Lead Designer/Producer: Rain-Junkie

Version: 1.1 [10/11/21]

Additional Design: Nimademe

References: Player's Handbook

Editing/Proofreading: Izzy, NotTheSmoooze,
Numbers1999

Special Thanks: Treehouse, Mooncell, Unearthed Arcana Subreddit

Anchor Icon: Game Icons

Interior Illustrators: Anato Finnstark, Ching Yeh, Matteo Bassini

Additional Subclasses: Eldritch Burden, Royal Burden

The Anchor 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.