Base Class: Sorcerer
Very few people partake in the magic of being a vessel for a Facade due to the dangers of attempting to become applicable for such arts. In order to embellish their humanoid bodies to such creatures, the person must first remove their heart to allow for a Facade to possess them without taking full control of their bodies. Once accomplished, you can gain mastery over your Facade and use their strengths for your own gain. As your Facade grows, powers will manifest themselves for you to ascertain and unleash.
Awaken Facade
You awaken your Facade from within you. As an action, you unleash your Facade to aid you and your allies. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your Facade appears behind you, looming over your body as a sentinel for your soul. Each hostile creature within 10 feet of you when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 force damage and be thrown 10 feet away from you.
Your Facade is friendly to you and your companions and obeys your commands. This embodiment of your will uses the Facade stat block below. When you awaken your Facade, choose an aspiration: Longevity, Equality, Freedom, or Domination. You determine your Facade's appearance based on your current aspiration.
In combat, your Facade shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
Your Facade manifests and stays for 1 minute, until it is reduced to 0 hit points, or until you dismiss it (requires no action).
Facade
Large celestial (Longevity only)/giant (Equality only)/dragon (Freedom only)/fiend (Domination only), same alignment as you
Armor Class 10 + your proficiency bonus
Hit Points equal to the Facade’s Constitution modifier + your Charisma modifier + five times your level in this class
Speed n/a (will always remain behind you)
Saving Throws Char +4, Con +4, Str +4
Skills Intimidation +4
Damage Resistances radiant (Longevity only); slashing, bludgeoning (Equality only); fire (Domination only)
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge n/a
Unbreakable Vow. The following numbers increase by 1 when your proficiency bonus increases by 1: your Facade’s skill and saving throw bonuses above, and the bonuses to hit, damage and heal from its actions. Additionally, the number of dice rolled for damage/healing is equal to half of your level in this class
Actions (Requires Your Bonus Action)
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: d6 + 4 bludgeoning damage
Essence of Vitality (Longevity Only). The Facade targets a creature within 30 ft. of it. The target magically regains hit points equal to d6 + 4
Retaining Balance (Equality Only). The Facade targets a creature within 30 ft. of it. If the target is affected by any spells, you and the Facade learn what those spells are, and the Facade can attempt to end one of your choice by succeeding on a Charisma check with a DC equal to 10 + the level of the chosen spell
Soul Breath (Freedom Only). The Facade exhales spectral energy in a 15-foot line that is 5 feet wide. Each creature in that line must succeed on a Dexterity saving throw against your spell save DC or take d8 + 4 Psychic damage
Chain of Command (Domination Only). The Facade swings a chain at your enemy. Ranged Weapon Attack: +4 to hit, range 20 ft., one target you can see. Hit: d12 + 4 slashing damage
Empty Anatomy
Without your heart within you, the wounds against your body cannot bring you death. When you drop to 0 hit points and become incapacitated you will not make death saving throws as usual.
When you fail a death saving throw it is simply treated as not being a success, rather than a failure, and will not give you a failed death saving throw. You will recover a hit point and regain consciousness when you get 3 successful death saving throws, as usual.
However, as a Heartless Vessel, whether it be on your person or somewhere in the World, your heart is still beating outside of your body and, if that beating stops, you will die.
Look at the item Heart of a Vessel for more details.
Inner Bond
Starting at 6th level, when a creature targets you with an attack, and your Facade is awakened, you can use your reaction to cause your Facade to shield you from it. This will cause your Facade to become the target of the attack rather than you.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Co-dependant
At 14th level, when you use your Awaken Facade feature, you may now choose 2 aspirations for your Facade to gain the benefits of and it will be able to carry out a multiattack of 2 different actions if you use your bonus action to command it.
Show's Over
Beginning at 18th level, using your heart, you and your Facade become one: creating a Beating Facade. You can use this feature once. You regain expended uses when you finish a long rest.
In order to use this feature you must both have your Heart of a Vessel on you and used your Awaken Facade feature so that it is with you.
As an action, you offer your heart to your Facade, causing you and your Facade to fuse together, to form a Beating Facade. This transformation lasts for 1 minute. You then revert to your normal form without your Facade being awakened. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
This will shield your Heart of a Vessel from attacks, meaning it cannot be targeted under any means while transformed.
While transformed, you will use the Beating Facade stat block below and will not be able to access any actions or features you have in your normal form. Additionally, you assume the Beating Facade's hit points and when you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Furthermore, transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
The abilities of your Beating Facade are dictated by the aspirations of the Facade you fused with.
beating FACADE
Huge celestial (Longevity only)/giant (Equality only)/dragon (Freedom only)/fiend (Domination only), same alignment as you
Armor Class 14 + your proficiency bonus
Hit Points equal to the Beating Facade’s Constitution modifier + your Charisma modifier + ten times your level in this class
Speed 40 ft., fly 50 ft. (Longevity + Freedom only)
Saving Throws Char +6, Con +6, Str +7
Skills Intimidation +10
Damage Immunity radiant (Longevity only); slashing, bludgeoning (Equality only); fire (Domination only)
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 120 ft., passive Perception 18
Languages understands the languages you speak
Challenge n/a
Heart and Soul. At the start of each of your turns you may exchange one of your Facade's current aspirations with another if you choose.
Angelic Aura (Longevity Only). When you start your turn within 10 feet of an ally they gain temporary hit points equal to half of your level in this class.
Scales of Fate (Equality Only). When you see a creature make an attack roll within 30 feet of you, you may use your reaction to add or subtract 1d8 from the roll.
Liberation (Freedom Only). At the beginning of your turn, you may pick one condition affecting you (eg Blinded) and end it.
Determination (Domination Only). You gain advantage on one attack of your choosing per turn. You must use this feature before making the roll to attack.
Actions
Multiattack. You make a number of attacks equal to quarter of your level in this class (rounded down). However, you can only use the Strike attack multiple times in the same turn.
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: d6 + 4 bludgeoning damage
Spiritual Aid (Longevity Only). You pick 4 willing creatures within 30 ft. of you. The targets magically regains hit points equal to 6d8 + 10
Imparting Justice (Equality Only). You pick two creatures within 30 ft. of you. An unwilling creature must make a Charisma saving throw against your spell save DC to avoid the effect. If both creatures are successfully targeted the effect will work, if not it will fail. On a success, if either target is affected by any spells or conditions, you learn what they are, and you may choose one that is not already applied to both creatures and make it so. For example, if one of the targets was affected by the Mage Armor spell you could make the other target also affected by it. Any spell effects the require concentration will end if the original targets spell ends.
Siphoning Soul (Freedom Only). You exhales spectral energy in a 40-foot cone. Each creature in that area must succeed on a Dexterity saving throw against your spell save DC or take 12d6 + 10 Psychic damage, and half as much on a successful save.
Mortal Coil (Domination Only). You unleash a flurry of writhing chains to attack your foes. Ranged Weapon Attack: +10 to hit, range 40 ft., four target you can see. Hit: 4d12 + 10 slashing damage
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