Vessel Class

by XenoKiller88

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The Vessel

Vessel

Tentatively, a halfling girl mutters to herself as she finds herself surrounded by rugged thugs. The thugs recoil in shock as the flesh falls from her body-- tentacles whipping and eyes peering from her expanding form, ravenous and sharp, it slumps at the ready.

Large, crimson wings unfurl to reveal long, gaunt features. The fiendish creature lets out an ear-splitting roar towards the castle guard, allowing a small group of haughty adventurers to slip by undetected.

A covenant of blood and faith is fulfilled under a waving coat of arms. The princess's eyes flash with golden light, her hair gleaming of stark white and holy radiance. She draws her longsword, wreathed in the same glow, upon the approaching enemy forces with a determined glare.

Whether it be willingly or not, Vessels gain power from an external, supernatural force such as from a pact or infection. This affliction seed grows within over time, allowing them to enhance their senses, alter their body, and exert mysterious magical forces upon friend and foe. Vessels are not to be confused with common monsters, they can either be a terrifying force for good, or a nightmare worse than any known evil.

Vicious Horrors

(The following is placeholder) Where does their magic come from? What does their magic look like? How do they get this power? How versatile are they? How do they react to accepts and don't accepts?

Secrets Beneath The Flesh

(The following is placeholder) Beliefs/ motivations? Consequences to having these powers? What does this power want? How does this power react to not getting what it wants? What is typical and atypical behaviors for different subclasses compared to eachother? Where can you find one/ how rare are they? How did they get to this point? Typical behavior?

Creating a Vessel

Quick Build

Class Features

The Vessel
Level Proficiency Bonus Features Lesser Contagions Uses Lesser Contagions Known Greater Contagions Uses Greater Contagions Known Supernatural Possession Uses
1st +2 Supernatural Affliction, Unarmored Defense
2nd +2 Lesser Contagion 3 4
3rd +2 Supernatural Possession 4 4 2
4th +2 Ability Score Improvement 4 4 2
5th +3 Extra Attack 5 5 2
6th +3 Supernatural Affliction Feature, Unbidden Evolution 5 5 2
7th +3 Melded Intellect 6 5 3
8th +3 Ability Score Improvement 6 5 3
9th +4 Enameled Heart 7 6 3
10th +4 Supernatural Awakening, Supernatural Affliction Feature 7 6 2 2 3
11th +4 Accelerated Regeneration 8 6 2 2 3
12th +4 Ability Score Improvement 8 6 2 2 3
13th +5 Parasitic Symbiosis 9 7 2 3 4
14th +5 Unnatural Strength 9 7 2 3 4
15th +5 Supernatural Affliction Feature 10 7 2 3 4
16th +5 Ability Score Improvement 10 7 2 3 4
17th +6 Unyielding Might 10 8 3 3 4
18th +6 Timeless Body 10 8 3 4 5
19th +6 Ability Score Improvement 10 8 3 4 5
20th +6 Supernatural Affliction Feature 10 8 3 4 5

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 + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, History, Religion, Survival, Intimidation, Perception, Deception, and Insight.
  • Multiclassing Requirements: Charisma 13

Equipment

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

  • (a) Any martial melee weapon or (b) any simple melee weapon
  • (a) two handaxes or (b) a light crossbow and 20 bolts
  • (a) An explorer’s pack, or (b) a dungeoneer’s pack

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Supernatural Affliction

At 1st level, you are touched by some force from beyond the veil. Choose the Affliction of the Beast, the Affliction of the Damned, the Affliction of the Unveiled, the Affliction of the Hallowed, the Affliction of the Undeath, or the Affliction of the Blighted, all detailed at the end of the class description. The affliction you choose grants you features at 1st level, and again at 6th, 10th, 15th, and 20th level.

Unarmored Defense

(1st level) Unarmored Defense- your AC is equal to 10 + your Str. Mod + your Con. Mod.

Lesser Contagion

(2nd level) You have learned how to harness the power from the affliction seed within you to magically affect the world around you. Lesser Contagions are regained on a short rest. You may exchange your lesser contagions out on a long rest. Affliction Save DC: 8 + Proficiency Mod. + Charisma Mod. Spell Attack Modifier: Proficiency Mod. + Charisma Mod. You know all contagions that are provided to you by your subclass.

For the purposes of spells like Counterspell and Dispel Magic, Lesser Contagions count as 2nd level spells at 2nd level, 3rd level spells at 5th level, 4th level spells at 11th level and 5th level spells at 17th level. Lesser contagions all require somatic components to cast, these gestures can be made even if both hands are not free due to holding an object

Supernatural Possession

(3rd level) As a bonus action, if you are smaller than large, you become large. Your appearance changes to that of the likeness of your supernatural affliction. You retain any special senses you had before you transformed such as darkvision or blindsight, however you do not retain other forms of movement based upon your race, such as an Aarakocra's flight speed, additionally you cannot use spells other than your supernatural contagions while using this feature. You have 2 uses of this feature and they are regained on a long rest. The duration lasts one minute unless you spend an action to end it early or are reduced to 0 hit points, and you gain the following benefits:

  • You gain temporary HP equal to 1d12 + your vessel level. This increases by 1d12 at level 7, 1d12 at level 11, and another 1d12 at level 17. (The lowest you can roll on your d12's is equal to your strength modifier)
  • Your weapons are replaced with natural weapons that deal 1d10 of your choice of either piercing, bludgeoning, or slashing damage. Additionally, one of your attacks can deal an extra 1d6 of that damage type on a hit. This feature increases to 2d6 at level 7, and 3d6 at level 17.
  • You have advantage on Strength Checks and Strength Saving Throws.
  • Your reach is increased by 5 feet.

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.

Unbidden Evolution

(6th) Your natural weapon strikes provided by your Supernatural Possession are considered magical for the purposes of overcoming resistance.

Additionally, you can hone your affliction. By expending 10 minutes and a lesser contagion you can give your nonmagical weapon attacks and the natural weapons provided by your supernatural possession feature a +1 bonus to attack and damage rolls for the next 8 hours. A nonmagical weapon affected by this effect counts as magical for the purposes of overcoming resistance. At 10th level, you can expend an additional lesser contagion during this ritual to increase the bonus to a +2, and you can expend an additional lesser contagion to increase the bonus to a +3 beginning at 15th level.

Melded Intellect

(7th) You become proficient in two more skills or tools of your choice.

Enameled Heart

(9th) You become immune to the frightened condition.

Supernatural Awakening

(10th level) You learn 3 Greater Contagions, you gain uses of your greater contagions equal to half your proficiency modifier (rounded down) and you learn an additional greater contagion at 13th and 18th level. You regain these uses on a long rest. You may switch out any number of your Greater Contagions on a long-rest. For the purposes of spells like Counterspell and Dispel Magic, Greater Contagions count as 5th level spells at 10th level, 6th level spells at 13th level, and 7th level spells at 18th level.

Accelerated Regeneration

(11th level) You can regenerate lost limbs and crippling injuries over a long rest. Additionally, every time you expend a hit die to regain hit points, you regain an additional 2 hit points.

Parasitic Symbiosis

(13th level) The minimum you can roll for your temporary health with your supernatural possession feature is now equal to your Strength modifier + your Charisma modifier.

Unnatural Strength

(14th level) Whenever you roll a melee weapon attack or a strength-based saving skill check or saving throw and roll a 1-5 on the die, you may re-roll it. However, you must take the result of the new roll.

Unyielding Might

(17th Level) Your melee weapon attacks and unarmed strikes are considered adamantine weapons.

Timeless Body

(18th level) Your affliction has reached near perfect compatibility with your body to the point where you suffer none of the Frailty of old age and cannot die from old age. You can't be aged magically.

Supernatural Afflictions

The life of a Vessel is treacherous. Whether it be considered a blessing or a curse, the body of a Vessel is forever transfigured once they have contracted an affliction. The source of their power, their affliction seed, permanently alters the body, strengthening bones, thickening flesh, imbuing them with strange, magical boons. A Vessel might give in to this power willingly and accept full control of the entity within, or they may loathe this power and be lost to the throes of mindless savagery.

Affliction of the Damned

Having either fallen short on a deal or have been a part of a ritual gone awry, your soul and body has fallen under claim by a powerful fiend. Vessels of this origin struggle to contain their newfound fiendish powers and must venture forth to either break their binds or attempt to overtake the fiend for control over both of their souls.

Eyes of the Accursed

(1st level) You can see in darkness magical and nonmagical up to a range of 30 feet. Additionally, at 3rd level, whenever you use your supernatural possession feature you can forego any number of your attacks to make a ranged spell attack that deals 1d10 + your Charisma Mod. of your choice of fire, cold, or lightning damage. These attacks can trigger contagions that require a melee attack to activate, and have a range of 60ft.

Aspect of the Fiend

(6th level) Whenever you use your supernatural possession feature, you gain a flight speed of 20 ft. This increases to 30 ft. at 13th level, and 40 ft. at 18th level. Additionally, you may choose one of the following aspects:

  • Molydean Tail. You grow a tail in the shape of a snake, it has its own sentience but shares your stats and skills. It cannot speak, but it can understand languages that you understand and you can communicate with it telepathically (no action required). It can use nonmagical objects and carry objects of 10 lbs. or less. You can choose to forego any number of your attacks to make a bite attack with it, dealing 1d6 + your str. mod. magical piercing damage.

  • Osyluth Armor. You grow mishapen bone spikes that protrude from your body in varying amounts across your body. Your AC increases by 1 so long as you aren't wearing armor and increases by an additional 1 while using your supernatural possession feature.

  • Kochrachan Proboscis. You can now manifest a retractable proboscis from your mouth or arms and your eyes grow wider almost resembling insect eyes. You can use this proboscis to drain the blood of a deceased creature that has blood and store it as an action. Once stored, whenever you use the blood sacrifice lesser contagion, you can expend the blood you drained rather than taking damage to fuel the effect. After expending this stored blood, you must drain another deceased creature of its blood before being able to cast blood sacrifice in this way again.

  • Shadow Skin. You develop a somewhat pallid complexion and your fingers and toes turn jet black. You gain the ability to cast invisibility on yourself once per long rest without expending a spell slot, you may also cast this spell by expending a lesser contagion. You can use this feature while using your supernatural possession feature.

Fiendish Adaptation

(10th level) You may choose one of the following benefits:

  • Aura of the Balor. Once per long rest, you may expend an action to emit a fire aura for up to 1 minute. This effect requires concentration. This aura deals 3d6 fire damage to all creatures that end their turn within a 10 ft. Radius of you, you may choose an amount of creatures equal to your proficiency modifier to be unaffected by this effect. Flammable objects within the aura that aren't being worn or carried ignite. Upon entering this aura, a creature must roll a dexterity saving throw equal to your Affliction Save DC or take 3d6 fire damage. On a successful save, they take half as much.

  • Hive of the Chasme. Once per long rest, you may emit a demonic droning as an action which stuns all creatures within 10 ft. of you if they fail a constitution saving throw. They may repeat the saving throw at the end of each of their turns. You may choose an amount of creatures unaffected by this effect equal to your proficiency modifier.

  • Maurezhi's ghastly Ménage Once per long rest, you may raise a humanoid corpse under your control as an action for up to 10 minutes. It uses the Ghast stat block and gains a bonus to its Armor Class, attack rolls, and Save DC's equal to your proficiency bonus. It takes its turn immediately after yours and you may issue it simple commands (no action required by you) such as "attack that creature" or "hide behind this object". If no command is given, they will attack the nearest hostile creature, and if no such creature exists then they will use their action to take the dodge action. You my only have one corpse raised in this way at a time.

  • Lance of the Armanite. While using your supernatural possession feature, you gain resistance to lightning damage. You also gain the ability to use the Armanite’s lightning Lance once per long rest. As an action you can let loose a bolt of lightning in a line that is 60 ft. Long and 10 feet wide. Each creature in the line must make a dexterity saving throw against your Affliction Save DC, on a failed save they take 10d6 lightning damage, and half as much on a successful one.

You may choose to change your Fiendish Adaptation on a level-up. You may use the Fiendish Adaptation you chose an additional time by expending a usage of your greater contagions.

Fiendish Adaptation

(15th level) You may choose one of the following benefits:

  • Vile Magic of the Sibriex. Once per long rest, you may use an action to target a creature that you can see within 120 feet of you. The target must make a Constitution saving throw against your Affliction Save DC. On a successful save a creature becomes immune to this effect for 24 hours. On a failed save, the target is poisoned, additionally it gains 1 level of exhaustion. While poisoned this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison ends it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies. You can only have one creature under this effect at a time. This effect requires concentration.

  • Darkness of the Nabassu. Once per long rest, whenever you enter your supernatural Possession, you may choose to emit a darkness around your body to a radius of 5 ft. as an action. This effect lasts for the rest of your supernatural possession or until you lose concentration on this effect. This darkness follows you as you move. Nonmagical light can't illuminate this area of darkness. Additionally, whenever you reduce a creature to 0 hit points within the radius of this darkness, you may expend a hit die and regain hit points equal to that amount.

  • Cryomancy of the Ice Devil. Once per long rest you can magically form an opaque wall of ice on a solid surface you can see within 60 feet of you as an action. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw equal to your Affliction Save DC, taking 10d6 cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until you are incapacitated or reduced to 0 hit points or lose concentration on this effect. The wall can be damaged and breached; each 10-.foot section has AC 5, 20 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw equal to your Affliction Save DC, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes or until you lose concentration on this effect.

  • Flames of the Pit Fiend. Once per long rest, you may use the Wall of Fire Spell at 5th level without expending a spell slot or requiring material components.

You may choose to change your Fiendish Adaptation on a level-up. You may use the Fiendish Adaptation you chose an additional time by expending a usage of your greater contagions.

Awaken Archfiend

(20th level) You gain advantage on saving throws against spells and other magical effects while using your supernatural possession feature. Additionally, you gain 2 more uses of your Greater Contagions.

Affliction of the Beast

The Affliction of the Beast is stricken with a powerful strain of Lycanthropy. Some may fear their inner monster, and seek to keep it under lock and key. Others may embrace this hunter and become drunk from this newfound strength. However, most societies fear this sickness, thus a Vessel of this origin must be careful of whom they reveal this power to, lest they be put down.

Senses of the Primal Hunter

(1st level) Increase your walking speed by 10ft, and you gain advantage on survival checks made to track a creature/ individual’s scent you've memorized. To memorize a scent, you must use an action to smell a target's scent either from them directly or an item of their possession that you can see within 15 feet of you. Once a scent has been memorized, you can recall it for a month.

Howl of the Awoken

(6th level) Upon transforming using your supernatural possession you may expend a usage of a lesser contagion to force an amount of creatures up to your Charisma modifier within 30 feet of you to roll a Wisdom saving throw against your Affliction Save DC or be frightened for up to a minute, the creatures may repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. Additionally, you gain a climbing speed equal to your walking speed.

Signet of the Blood Bound

(10th level) Once per long rest, you can call upon 2 blood bound lycanthropes from the surrounding area while using your supernatural possession feature by expending an action to harness the affliction seed within you. You have a telepathic link with these creatures, you may use this link to issue simple commands (no action required by you) such as "attack that creature" or "fetch that item". If no command is given, they will attack the nearest hostile creature, and if no such creature exists then they will use they're action to move towards and attack a randomly determined creature. They take their turns immediately after yours. The blood bound lycanthropes will use their turns to run away from the area once your supernatural possession ends.

Extra Attack

(15th level) You can attack three times instead of twice when you take the Attack action.

Relentless Predator

(20th level) You gain resistance to piercing, slashing, and bludgeoning damage by non-silvered weapons when using your supernatural possession feature. Additionally, you and your blood-bound lycanthropes deal an additional 1d6 damage on melee weapon attacks to creatures whose scents you have memorized.


Blood Bound Lycanthrope

Medium Monstrosity


  • Armor Class 10 + Your CHA modifier
  • Hit Points 20 + Your Vessel level
  • Speed 30ft., Climbing 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 15 (+2) 16 (+3)

  • Saving Throws Str +2 + your proficiency bonus
  • Damage Resistances Nonmagical blugdeoning, piercing, and slashing from non-silvered weapons
  • Condition Immunities Frightened
  • Senses 60ft. Darkvision, Passive Perception 12
  • Languages Understands languages you can speak
  • Proficiency Bonus equals your proficiency bonus

Pack Tactics. The Blood Bound Lycanthrope has advantage on an attack roll against a creature if at least one of the Lycanthrope's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Swipe. Melee weapon attack: your attack modifier to hit, range 5 ft., one target. Hit: 2d6 + PB slashing damage.
Bite. Melee weapon attack: your attack modifier to hit, range 5 ft., one target, Hit: 2d6 + PB piercing damage.

Affliction of the Unveiled

Chosen by a great Old One, you are the host for the child of a powerful entity from the Far Realm. Vessels of this origin struggle over control of their mind and body with this infant. A Vessel of the Affliction of the Unveiled's journey is to overtake the entity inside and claim its power for their own, though there have been some exceptions where the two come to understand one another, and share their material form.

Many Faces of the Yellow Lord

(1st level) You may use the alter self spell a number of times equal to your proficiency modifier, these uses are regained on a long rest. You also learn the Thaumaturgy and Minor Illusion cantrips. You gain a swimming speed equal to your walking speed.

Grasping Tendrils of the Deep One

(6th level) Immediately after you land both of your melee attacks successfully against one creature, you may attempt to grapple that creature as a part of that same action, but you must have at least one free hand to do so. Additionally, while using your supernatural possession feature, you count as having four “hands” for the purposes of having free hands to grapple/ attack different creatures. Once you have a creature grappled, you may use an action to force the opponent to roll a contested strength athletics check (the targeted creature may roll an acrobatics check instead against your athletics check) with you, if they fail, they are restrained and may repeat the check as an action on their turn.

Restraining a creature with a grapple this way requires two of your free “hands”. You may attack a creature you have restrained, provided you have at least one or more free “hands”. You may move creatures grappled by you anywhere within your reach by expending your movement.

Cacophonous Laughter of the Trickster

(10th level) Once per long rest, you may use an action to emit an ear piercing nightmarish cackling and intrusive whispers into the mind and may force a number of creatures equal to your charisma modifier within 60 ft. of you to make a wisdom saving throw against your Affliction Save DC. On a failure, they take 3d10 psychic damage and for up to a minute whenever the target makes an attack or ability check , they must roll a d6 and subtract that number from the roll. On a success, they take half the damage and suffer no other effects. The target may repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.

March of the Black Goat

(15th level) While using your supernatural possession feature you gain the following benefits:

  • Creatures you have Grappled or Restrained have disadvantage on athletics and acrobatics checks made to escape your grasp.
  • You may choose to become a Huge creature instead of large upon initially transforming, while transformed this way you are able to fit through spaces small enough for a medium sized creature to fit through as if it was difficult terrain.
  • Your natural weapons deal 1d12 instead of 1d10.
  • Your reach is increased by an additional 5 feet when huge.
  • You become immune to any effect that would change your shape.

Veiled Eyes of the Great Dreamer

(20th level) You may expend a usage of a greater contagion to cast the Feeblemind spell, however when cast this way the targeted creature makes a charisma saving throw instead of an intelligence saving throw against your Affliction Save DC. You may cast this spell while using your supernatural possession feature. Additionally, while using your supernatural possession feature, you gain a Hovering speed equal to your walking speed and count as having six “hands” instead of four.

Affliction of the Hallowed

Happened upon by a wounded angel, you were selfless enough to allow it to take refuge inside your soul to rejuvenate the weary celestial, or manipulated to let it inside your soul through prophetic falsehoods. Vessels of this origin struggle to either gain enough strength to house this angel's enormous power or are lost as their souls are burnt out from the sheer presence of its radiant energy.

Tip the Scales

(1st level) You have advantage on insight checks made to determine if someone is lying to you. Whenever you deal damage with a lesser or greater contagion you may choose to change it's damage type to radiant. At level 3, whenever you transform using your Supernatural Possession feature, you may choose to use the weapons in your inventory instead of the natural weapons provided by the feature.

Winged Spellcaster

(6th level) Whenever you use your supernatural possession feature, you gain a flight speed of 20 ft. This increases to 30 ft. at 13th level, and 40 ft. at 18th level.

Heavenly Grace

(10th level) While you are flying using your Supernatual Possession feature, you gain the benefit of the Freedom of Movement spell. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.

Radiant Strike

(15th level) Whenever you deal extra damage using your supernatural possession feature its damage type changes to radiant, its damage also instead increases to 3d6 at 15th level and 4d6 at 17th level.

Ascendant Archon

(20th level) Upon entering your Supernatural Possession you may expend a usage of a greater contagion to emit a pacifying presence. Each creature you can see within 120 feet of you must succeed a Wisdom saving throw against your Affliction Save DC, or else the target drops any weapons it is holding, ends it's concentration on any spells or other effects, and becomes charmed by you for the remainder of the duration of your supernatural possession. The charmed creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. Every time the affected creatures take damage, they may repeat the saving throw. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your pacifying presence for the next 24 hours.

Affliction of the Undeath

You are a wound of the prime material plane, a beacon of negative energy. An Affliction of the Undeath Vessel is one that is cursed to carry the burden of anti-life, either from an ancient relic or from a powerful necromantic entity. Most Vessels of this origin wish to rid themselves of this curse before they are claimed by the emptiness. However, there are a select few that find comfort in the cold void, and become its denizen for eons to pass.

Deathless Constitution

(1st level) You have advantage on constitution saving throws against poison damage and being poisoned. Your hit point maximum increases by 1 for every level you take in this class. Additionally, you can use dexterity instead of strength for Vessel features that use strength.

Phantom Form

(6th level) When using your Supernatural Possession feature, you gain Incorporeal Movement. You can move through objects and creatures as if they were difficult terrain, You take 1d10 force damage if you end your turn inside an object. When moving out of a creature’s space you do not provoke attacks of opportunity. Additionally, if you attack a creature that is surprised or attack a creature that has not yet had a turn in the initiative order, then you gain double the dice for damage of the first attack roll made against that creature (this includes your extra damage from your supernatural possession feature).

The Dead Tell no Tales

(10th level) While using your Supernatural Possession feature you may spend an action to gain the benefits of the silence spell centered on you with a radius of 5 feet around your large form. This effect follows you as you move and lasts for the rest of the duration of your Supernatural Possession. You no longer need to sleep, eat, or breathe. Additionally, you gain resistance to poison and necrotic damage.

Life Thieving Grasp

(15th Level) The extra damage you deal with your Supernatural Possession is now necrotic. Whenever you deal said damage, you may force your opponent to roll a constitution saving throw against your Affliction Save DC. On a failure, their hit point maximum is reduced by an amount equal to that attack's damage, if their hit points is reduced to 0 by this attack, they die and cannot be revived by spells of 5th level or lower. You also regain hit points equal to half of the extra damage dealt.

Tyrant of Undeath

(20th level) You gain immunity to poison and necrotic damage. Whenever you are reduced to 0 hit points and fail all of your death saving throws, instead of dying, your life force and body are compressed and focused into a crystalline ball that is 2 inches in diameter. It has an AC of 26 and a hit point maximum of 20 as well as immunity to psychic damage and any other immunities or resistances currently affecting you. You are not aware of your surroundings while in this form. If it remains intact, then 24 hours after you take this form, you break free from the crystal, completely regenerated and with the benefits of a long rest.

Affliction of the Blighted

Cursed by the watery woods of Murkendraw or from a powerful hag, perhaps even Baba Yaga herself, you are destined to carry the seeds of the blackroot groves until the day you die. Affected by dark fey magic, Vessels of this origin feel a pull within their very souls towards nature and fey-like tendencies.

Carnivorous Remembrance

(1st level) Whenever you feast upon the remains of a creature or humanoid that is not a construct or undead, roll a D20, on a 10 or higher you can peer into its surface memories. These memories are selected by the DM. On a 14 or higher, you gain either a skill or tool proficiency that you do not already have of the DM's choice for the next 24 hours as you read memories from the remains in which you eat. You may only have one proficiency active in this way at a time and the proficiency will always be one that you currently do not have. On a 18-20, you can peer into specific memories, up to the DM's discretion.

Dark Rooted Emergence

(6th level) You may spend a bonus action to summon a grimroot tree in an unnoccupied space that you can see within 120 feet of you, these trees give all hostile creatures within a 10ft. radius a -1 penalty to AC and saving throws. You have uses of this ability equal to your proficiency bonus and you can have an amount active at one time equal to your charisma modifier. These trees remain for up to a minute unless they are destroyed or are dismissed early (no action required by you). You regain uses of this ability on a short or long rest.

You may cast your Contagions through your Grimroot trees as if you could see through them. These trees are very distinguishable from other flora.

Ruinous Aura

(10th Level) Whenever a hostile creature is within the radius of one of your grimroot trees, they have disadvantage on saving throws against your greater contagions. Your grimroot trees also provide a -2 penalty to AC and saving throws against hostile creatures instead of -1.

Wood Walker

(15th level) Whenever you have at least 2 Grimroot Trees summoned and are within 5 feet of one, once per turn, you may expend 5 feet of your movement to magically teleport within a 5 foot radius of another one of your Grimroot Trees. Additionally, you are immune to disease.

Wicker Watchman

(level 20) Whenever you summon a Grimroot Tree, you may choose to instead summon two (This consumes 2 uses). You gain the Commune with Nature spell as an At-Will and you may use the Dominate Monster spell by expending a usage of a greater contagion. You may use these spells while using your Supernatural Possession feature.


Grimroot Tree

Medium Plant, Unaligned


  • Armor Class 12 + your CHA Mod.
  • Hit Points 10 + your Vessel level
  • Speed None

STR DEX CON INT WIS CHA
10 + your Prof. Mod. 10 + your Prof. Mod. 10 + your Prof. Mod. Your INT Score Your WIS Score Your CHA Score

  • Saving Throws Your saving throws
  • Damage Vulnerabilities Fire
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing damage
  • Condition Immunities All
  • Senses Your Senses

Telepathic Link Whenever one of your Grimroot Trees is destroyed by a creature other than you, you take 1D6 psychic damage.

List of Contagions

Lesser Contagions

  • Dark Miasma. As a reaction, whenever you are hit by a ranged attack by a creature that you can see within 120 feet you may perform a ranged spell attack that deals 1d10 necrotic damage on a hit, this damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

  • Heightened Reflexes. As a reaction, whenever you are hit by a melee weapon or spell attack by a creature within your reach, you may attempt a melee weapon attack on that creature.

  • Adrenaline Boost. You may Dodge, Disengage, or Dash as a bonus action.

  • Acid Spray. As a bonus action, you may force all creatures within a 15 foot cone to make a Dexterity saving throw. If they fail they take 1d10 acid damage, on a success they take half as much. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

  • Enfeeble. You may spend a bonus action to make a creature that you can see within 30 feet of you to make a Wisdom saving throw against your affliction save DC, on a failure attack rolls against that creature are made at advantage until the end of your next turn. At 11th level you can instead target two creatures.

  • Mania. After a successful melee attack you may spend a bonus action to force the target to make a Wisdom saving throw, if they fail they can only target you for attacks during their next turn.

  • Cauterize. Immediately after you hit a creature with a melee Attack, you may expend a bonus action to deal an additional 2d6 fire damage, this damage increased to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

  • Hemorrhage. You may spend an action to force one target you can see within 60 ft. of you to roll a Constitution saving throw. If they fail, they take 3d8 necrotic damage and have 1d4 taken off of their very next attack roll or ability check, if they succeed they take half as much and suffer no other effects. This damage scales up to 4d8 at 5th level, 5d8 at 11th level, and 6d8 at 17th level.

  • Swarm. You may spend an action to lob a swarm of hungry parasites from your body onto a 15 ft. by 15 ft. square centered on a point within 60 ft. of you, any creature within that square must make a Dexterity saving throw against your affliction save DC. On a failure they take 2d10 poison damage and are poisoned for up to 1 minute, on a success they take half as much and suffer no other effects. A creature poisoned by this effect may repeat this save at the end of each of their turns. This damage scales up to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level.

  • Secreted Pheromones. Whenever you make a Charisma check and fail but before the result is taken, you may roll a second time as a reaction, potentially making it a success. The contagion is only spent provided the second roll is a success.

  • Guise of the Reaper. You spend an action to magically feign death, any attempts to see through the disguise must succeed an investigation check of 10 + Your Charisma Modifier + Your Proficiency Bonus. This effect lasts so long as you remain motionless. You have advantage on the first attack roll against any creature that has failed the investigation check, whether it be passively or actively.

  • Eyes of the Nocturnal Hunter. You cast the Darkvision spell without requiring material components.

  • Enigmatic Shroud. As a reaction, whenever a willing creature other than you is targeted for an attack that would hit, the attacking creature instead rolls again, potentially making it a failure. Additionally, any further attacks against that willing creature are also made at disadvantage until the beginning of its next turn.

  • Thunderous Roar. As an action, you can cast the thunderwave spell without requiring somatic components. its damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.

  • Binding Oath. Prerequisites: 5th level, Affliction of the Hallowed. As an action, you may touch a creature and force them to make a Wisdom saving throw as you brand them with a holy sigil. On a failure, you may set a condition for one minute upon that creature in a “do not” format, such as “ do not lie” or “do not attack”, if they breach that condition, they take 3D10 radiant damage as the sigil glows vibrantly and the effect ends. However, this condition cannot be one that results in forced self harm, such as “do not breathe”. Magical effects that specify an immunity to a condition, will prevent the condition from being set (however the sigil will still appear), such as a ring of mind shielding preventing one from being able to tell if the wielder is lying. This damage increases to 4D10 at 11th level, and 5D10 at 17th level.

  • Divine Gaze. Prerequisites: Affliction of the Hallowed. You can use this lesser contagion as an action or bonus action. As a bonus action, you can target one creature that you can see within 30 feet of you and they regain hit points equal to 1d6 + your charisma modifier. If you used an action, this healing is instead doubled. This effect has no effect on undead or constructs. The healing received from this effect increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

  • Blood Sacrifice. Prerequisites: Affliction of the Damned. Whenever you cast a spell or use a contagion that deals damage, you can use a reaction to and take an amount of damage up to your Vessel Level, in return, that spell or contagion deals additional damage equal to the damage you took with this effect, but only on one instance of damage per creature affected.

  • Ebon Tongue. Prerequisites: Affliction of the Damned. As an action, you may don a guise of ambiguity. For the next 8 hours, creatures have disadvantage on insight checks against you. At 5th level, spells of 2nd level or lower that prevent you from lying do not affect you.

  • Beast Tongue. Prerequisites: Affliction of the Beast. Allows you to cast speak with animals.

  • Thermal Vision. Prerequisites: 3rd level, Affliction of the Beast. As an action, you can see in a field of infrared for a duration of up to 10 minutes, creatures or objects that produce warmth or that are unusually cold become visible to you. This includes creatures that are invisible.

  • Poltergeist. Prerequisites: Affliction of the Undeath. As an action, you can select a point within 90 feet of you, force all creatures other than you that are not behind total cover on that are within a 15 feet radius of that point to make a Dexterity Saving Throw against your Affliction save DC. On a failure, they are moved up to 5ft. in any direction of your choosing and take 1d8 magical bludgeoning damage as objects of 20 lbs. or less that are not being worn or carried fly around in random directions, striking everything unfortunate enough to be in its path. This damage increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.

  • Mist Walker. Prerequisites: Affliction of the Undeath. As a bonus action, you can magically teleport up to 30 feet away in any direction to an unoccupied space that you specify. This distance increases to 35 feet at 11th level, and 40 feet at 17th level.

  • Unfathomable Mind. Prerequisites: Affliction of the Unveiled. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you may instead make that roll with advantage as a reaction. You gain a +1 to the reroll at 5th level, a +2 to the reroll at 11th level, and a +3 to the reroll at 17th level.

  • Eldritch Ambrosia. Prerequisites: 3rd level, Affliction of the Unveiled. As an action, you may touch one willing creature that you can see and bestow upon them the effects of the alter self spell as they are transformed with a droplet of your eerie blood.

  • Malignant Blossom. Prerequisites: 6th level, Affliction of the Blighted. Whenever one of your Grimroot Trees is destroyed by a creature other than you, you may use a reaction to summon another Grimroot Tree within a 15 foot radius of it.

  • Fulminating Bark Prerequisites: 6th level, Affliction of the Blighted. Whenever one of your Grimroot Trees is damaged by a creature other than you, you may use a reaction to cause that same Grimroot Tree to explode into cursed shrapnel towards the creature that destroyed it, so long as they were within 30 feet of the Grimroot Tree and are not behind total cover. That creature must make a dexterity saving throw against your Affliction Save DC or take 3d10 magical piercing damage. Additionally, you do not take psychic damage as a result of that Grimroot Tree being destroyed. The damage dealt by this contagion increases to 4d10 at 11th level and 5d10 at 17th level.

  • Wretched Thorns. Prerequisites: 6th level, Affliction of the Blighted. As an action, select one of your Grimroot Trees, its radius increases to 20 feet. Additionally, within the radius of the same Grimroot Tree is considered under the effects of the Spike Growth spell for hostile creatures, however the thorns that are conjured blend in with the likeness of your Grimroot Trees rather than the native terrain. The radius increases to 25 feet at 11th level, and to 30 feet at 17th level.

  • Blackroot Bind Prerequisites: 6th level, Affliction of the Blighted. As an action, you summon a Grimroot Tree in an unoccupied space that you can see (consumes 1 use), all hostile creatures within a 10 foot radius must then roll a strength saving throw against your Affliction save DC. On a failure, they are restrained and may use action to attempt another strength saving throw against your Affliction save DC. On your subsequent turns, you may forgo one of your attacks per turn to cast the Thorn Whip cantrip from that same Grimroot Tree.

Greater Contagions

  • Mystic Movement. As a bonus action you may magically teleport to an unoccupied space that you can see within 120 feet of you.

  • Blood Frenzy. Whenever you take the attack action, you can replace one of your attacks and force all creatures within a 10 ft. radius to make a dexterity saving throw or take 3d10 magical slashing damage and creatures that have blood will bleed. bleeding creatures take 1d8 necrotic damage at the start of their turn for 1d4 of their turns. On a success, they take no damage and will not bleed. The initial damage from this effect increases to 4d10 at 13th level, and increases to 5d10 at 18th level.

  • Thermal Resistance. Gain either resistance to fire damage or resistance to cold damage until you finish a long rest. You may only have one of these resistances active in this way at a time.

  • Neural Shock. As an action, you may force a creature that you can see within 30 feet of you to roll a constitution saving throw, if they fail they take 4d10 lightning damage and become paralyzed for up to 1 minute. They may repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. On a successful save, they take half as much damage and are not paralyzed. This increases to 5d10 at level 13 and 6d10 at level 18. This feature requires concentration.

  • Acidic Glands. As an action you perform a melee spell attack on a creature that on a hit deals 6d6 acid damage and reduces the target’s AC by 2 for 1 minute. This increases to 7d6 damage and an AC reduction of 3 at level 13, and 8d6 damage and an AC reduction of 4 at level 18. This feature requires concentration.

  • Adrenalize. As a reaction you may add +3 to your AC until the end of your next turn. You may choose to continue the effect by using your reaction at the end of that turn and making a DC 14 Constitution saving throw, on a success you may continue to prolong the effect this way but every time you do so the DC increases by 2. On a failure you take necrotic damage equal to half your level (rounded up) and the effect ends. This effect's AC bonus increases to +4 at 13th level and +5 at 18th level.

  • Nightmare Mirage. As an action, you summon nightmarish apparitions which echo screams of regret and anguish inside the minds of creatures within a 30 ft. by 30 ft. by 30 ft. cube centered on a point that you can see within 60 feet of you. Any hostile creatures must make an Intelligence saving throw upon entering the cube for the first time or starting their turn within the area or take 4d6 psychic damage and have their movement speed halved. Additionally, whenever a creature makes an attack from within the area, they must roll a D20, on a 1-5 they instead strike an apparition instead of their original target. On a success, they instead take half damage and suffer no other effects. This effect lasts up to 1 minute and affects creatures through walls. This damage increases to 5d6 at level 13, and 6d6 at level 18. This feature requires concentration.

  • Far Mind. You cast the Scrying spell without requiring material components. However, when cast this way, only you can observe the targeted creature.

  • Cone of Disaster. As an action you can emit from your palm or exhale from your mouth a 60 ft. cone of destructive energy. Objects hit with this effect take maximum damage, while a creature hit by this effect must make a dexterity saving throw against your affliction save DC or take 5d8 of your choice of force, fire, or necrotic damage and the following effects occur depending on what damage type you chose:

- Force. All creatures who fail the save, as well as all objects of 300 lbs. or less, including debris, are pushed back up to 30 ft. Creatures made of inorganic material, such as stone, metal, or crystal, have disadvantage on this saving throw. Additionally, objects and structures take double damage from this effect.

- Fire. All creatures who fail will take 4d4 fire damage at the beginning of their turns for an amount of turns equal to your charisma modifier unless they spend an action to douse the flames. Additionally, all flammable objects and structures within the area are ignited.

- Necrotic. All creatures who fail the save have their movement speed reduced by half. All plant life within the area withers and dies. Additionally, for every creature hit by this cone, you regain 1d4+1 hit points. This effect passes through all cover within the area.

The damage from this greater contagion increases from 5d8 to 6d8 at 13th level, and to 7d8 at 18th level.

  • Sacred Aegis. Prerequisites: Affliction of the Hallowed. As an action, you may choose one willing creature that you can see other than you, they gain temporary health equal to 3d10 + your Vessel level. You may also choose either necrotic or radiant. As long as the creature has temporary health remaining from this effect, they have resistance to that damage type. Additionally, whenever a creature deals damage to the creature with this effect, it takes damage equal to your proficiency bonus of the damage type you chose it to be resistant to. This temporary health increases by an additional D10 at 13th level and again at 18th level.

  • Tempestuous Flight. Prerequisites: Affliction of the Damned or Affliction of the Hallowed. Your flight speed while using your supernatural possession feature increases to 60 ft. for the next 8 hours or until you finish a long rest, whichever comes first. This increases to 70 ft. at 13th level, and 80 ft. at 18th level.

  • Faustian Loan. Prerequisites: Affliction of the Damned. As an action, you may choose one willing creature and bestow upon them the ability to use the Maurezhi's ghastly Ménage, Hive of the Chasme, or the Aura of the Balor Fiendish Adaptations, even if you don't know the adaptation. This lasts until they use the ability, or finish a long rest, whichever comes first. If a creature is required to make a saving throw against this ability, they must make it against your Affliction Save DC. At 15th level, you may bestow upon them the ability to use the Vile Magic of the Sibriex, Cryomancy of the Ice Devil, or the Flames of the Pit Fiend fiendish adaptation instead.

  • Phantom Puppeteer Prerequisites: Affliction of the Undeath. As an action, you can force a creature with a CR no higher than your Vessel level to make a Charisma saving throw against your Affliction Save DC. On a failure, your body becomes incorporeal and flows into theirs as you take full control of them for up to a minute. For this duration, your physical stats are replaced with theirs, you gain access to any special abilities of theirs, and you may cast any of their spells using your own Spell Attack Modifier and your Affliction save DC. You take half of any of the damage the possessed creature takes. At the end of each of your turns they may make another Charisma Saving Throw against your Affliction Save DC. On a success, you are forced out of their body in a randomly selected direction within 5 feet on the creature. A creature that is immune to being charmed is immune to this effect.

  • Devour. Prerequisites: Affliction of the Unveiled. As a reaction, you may feast on the remains of a creature that you killed that is made of flesh and blood. For an amount of turns equal to your proficiency bonus, you regain 1D8 Hit Points at the start of each of those turns. In the case of subsequent uses of this effect while it was already active, the duration is added onto the previous duration. This effect remains in effect even if the user is rendered unconscious. This regeneration increases to 1D10 at 13th level and 1D12 at 18th level.

  • Signet of the Blood Bound. Prerequisites: Affliction of the Beast.

  • Crooked Malady. Prerequisites: Affliction of the Blighted. As an action, you can make a ranged spell attack against a creature that is within 10 feet within one of your Grimroot Trees. The target is poisoned and at the beginning of each of its turns it must make a Constitution saving throw. The target must make 3 successful saving throws to end the effect on itself. After 1 failed save, it then has disadvantage on charisma checks and saving throws. After 2 failed saving throws it has vulnerability to all damage. After 3 failed saving throws, it can no longer make saving throws to end the effect on itself as the duration of this effect will last for the next 24 hours.

 

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