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*Your character must be at 3rd level in any class before harnessing this power*

This subclass operates on a five-tier leveling system based on the combined levels of all main classes your character gains. You gain additional benefits for every advancement in a tier you make. The brackets for enhancement are as follows:

 

Subclass Tier: States of Being

Combined Character Class levels: (*if the optional conditions in brackets are fulfilled, you gain additional benefits)

Tier One: Awakened

Three levels minimum, with 3 level in one main class

Tier Two: Guiding Hand

Ten levels minimum (5 level in one main class)

Tier Three: Empowered Medium

Thirteen levels minimum (7 level in one main class)

Tier Four: Soul Wielder

Seventeen levels minimum (10 level in one main class, or 7 level in two main classes)

Tier Five: God Core

Twenty levels minimum (15 level in one main class, or 9 level in two main classes)

 

*Main class refers to the class in which you have the highest amount of levels.

 

Bond: (Tier One)

In your Awakened state, your senses are opened to see and communicate with the spiritual cores of any creature or person within eyesight. The spirits gain the ability to understand your base language and speak with you telepathically. The personality, race, distinguishable traits, and history are decided by the DM. The spirits cannot recall information about events or beings existing after their death as a living creature.

If a spirit is willing to assist you in your quest (DM's discretion on the spirit's alignment and motivation to accept your offer), you gain the ability to create a mirror image of its core and through Transmutation transfer the copy into any non-magical inanimate object (for example, any items not enchanted, possessed, able to hone magical energy to cast spells or grant its user abilities and/or skill enhancements. Living beings, including any undead creature, are also not permitted. Automatons or constructs can be used if they are formed via non-magical means).

You must spend twenty minutes concentrating on the fusion of spirit and physical per item for the process to work. Once the item is attuned to the spirit, the copy of its core is permanently attached to that object, and no further enchantments, spirits, or cores can be added to it. This process is shortened by four minutes for every subclass tier advancement.

Cores bound to those items can only be removed in an anti-magic field, if the user or spirit desires to have them separated, upon contact with an item capable of removing or siphoning magical energy, or with a spell or ritual that dispels magic. Upon detachment of a core, a different one can be added if it still meets the previous requirements.

 

Summons: (Tier One)

From the knowledge gained through conversing with the spirits, you can properly call forth power from the cores you have attuned to ritual items. Upon attempting to contact a spirit to bond with an object, the DM must roll a percentile die (d100) to determine the lifestyle and type of person or creature the spirit was. (For example, Adept Warrior is 1-10, Master Caster is 50-60, and Forged Blade is 70-80)

The benefits gained from said beings listed below are only accessible through wielding the object containing the core or you are attuned to the item, and it is within 10ft of you.

 

(Tier Two ability)

*If your main class aligns with that of the core, and you are within Tier Two or above, you gain the ability to reroll any die in the benefits and effects column of that core type once every short rest, and the results of any rolls mentioned are doubled until your main class changes.

 

Previous Life of the Being

(Each slot is 10% of the die, in descending order)

Class Requirements of the Spirit (Must be fulfilled to fit into the Life category)

Benefits and Effects of Bonding *see above Tier Two ability text

Adept Warrior: Brave, Confident, Daring

Fighter, Ranger, Paladin, Monk, or Barbarian

You gain an additional 1d8 damage with a weapon you are proficient in. You are immune to being surprised.

Charming Traveler: Extroverted, Social, Outgoing

Bard, Warlock, Rogue, Artificer, or Sorcerer

You gain a 1d6 inspiration die once every long rest. Your speed increases by five.

Hunter of Shadows: Solitary, Resolute, Tenacious

Ranger, Rogue, Warlock, or Wizard

You have Darkvision (or gain additional if character has already) of 15ft. You gain advantage in attack rolls against creatures residing in total darkness.

Evil’s Bane: Compassionate, Grounded, Determined

Paladin, Cleric, Druid, or Monk

Attacks, including spells, made by you against a creature within sight gain an additional 1d4 radiant damage. You may cast Detect Evil and Good at will.

Master Caster: Thoughtful, Curious, Cautious

Wizard, Sorcerer, Warlock, Artificer or Cleric

You gain one spell slot of your choice back every short rest. Your Spell Save DC and attack increases by the highest-level spells you can cast without items.

Skilled Scholar: Devoted, Inspiring, Engaging

Any class

You gain proficiency in tools and weapons used by your spirit in their past life. You gain 1d4 in any Passive Checks.  

Forged Blade: Refined, Battle-tested, Loyal

Fighter, Barbarian, Paladin, Rogue

An 18 or 19 on an attack roll now counts as a critical hit. Your damage types ignore any resistances and immunities.

Boundless Vision: Composed, Focused, Striking

Ranger, Wizard, Blood Hunter, Artificer, or Sorcerer

The Dodge action can be taken even if an enemy is out of sight. You gain 1d4 force damage on ranged weapon and opportunity attacks. You are resistant to psychic damage.

Cosmic Gambler: Grandiose, Unhinged, Mischievous

Any class

Every turn of yours during combat and once per lost rest outside of combat, roll on the Chaos Table. Results are active immediately unless specified otherwise.

Reality Shaper: Truthful, Innovative, Reckless

Any class (Can only be summoned if you are at tier three. If rolled at a tier lower than three, reroll the percentile die until another spirit is summoned)

Your DM will decide based on your interaction with the spirit what the primary abilities will be.

You move through difficult terrain as if it is normal terrain.

 

Primary Ability Example: Flip a coin, calling heads or tails. If you guess correctly, you gain advantage on all rolls until your next short or long rest.

If you guess incorrectly, take two levels of exhaustion.

 

Transference: (Tier Three)

Through meditation and guidance from the spirits, you have unlocked a technique that allows you to hand off attuned items possessed by a core to any willing creature. Upon succeeding a WIS or INT check (roll both and take the highest number) with DC 10 + your current tier level, they can gain access to your abilities and grow in tiers equal to half of your current tier level, rounded down. If they fail the check, the core shatters the object, dealing 2d8 psychic damage to anyone within a 10ft radius of the item and an additional damage equal to three times your current tier level to you. This damage ignores any immunities and resistances but cannot penetrate anti-magic fields.

 

Song of Souls: (Tier Three)

As opposed to only being able to bond with spirits in your general area, your body has found a way to track what types of spirits are in certain areas within a mile radius of yourself. When calling to summon a specific type of core, roll an INT or WIS check with a DC 20 minus your tier level. If you succeed, you find the spirit that fits your specific needs. If you fail, you find a spirit claiming to be what you are seeking. Any attempts to bond with that spirit’s core will fail, and it will haunt you (DM discretion on personality and motives of the spirit) until dispelled by magical means or you succeed another Soul of Soul’s check. You may only use this ability once every long rest.

 

Strategic Mind: (Tier Four)

After being surrounded by a diverse cast of souls and unique individuals, you have begun to learn from the lessons they lived through when they were still in mortal form. You are now able as an action to switch any attuned core from one ritual object to another, within a range of twenty-five feet, as long as both items currently have cores within them.

 

Tempered Blood: (Tier Four)

The time spent studying and learning from the cores has paid off ten-fold, as your being is now able to handle more power. You can now wield two cores at once, gaining both of their benefits at the same time.

 

True Strength: (Tier Five)

Your body has broken its limits to wield powers only previously known by the highest order of magic users. You gain the ability to wield three cores at once, gaining all benefits at the same time.

 

True Wisdom: (Tier Five)

Your mind has grown accustomed to the energy of all the spirits and has obtained all the knowledge necessary to go beyond mental barriers.

Regarding the amount of Cores that you wield at any time, add that number to your AC and any saving throws you make while bonded with them.

 

True Mastery: (Tier Five)

The spirits consider you as one of their own and infuse their essence into you, raising your skills to their utmost potential. You gain the following benefits when you are wielding a core:

  • You no longer need to meet the class requirements for the Tier Two ability to apply.
  • Any results from dice rolls you make within the Benefits and Effects column are tripled instead of doubled by the Tier Two ability.
  • The physical numbers in the Benefits and Effects column are doubled permanently.
  • You can now levitate in any direction equal to your movement speed. This movement is not disrupted by anti-magic effects or affected by difficult terrain.
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