Base Class: Fighter
The Vessel is a being molded from pure void. This particular one wields the Old Nail, a weapon capable of stealing the Soul from other creatures. These beings know how to shape and manipulate it to create deadly spells.
Nail Wielder
When you choose this subclass at level 3, you gain the blade known as the Nail. This weapon deals 1d8+Con Slashing damage. This weapon is considered Light and Silvered. As an additional property, when a creature is struck with this blade, you gain one Soul Charge. This is the only way to gain Soul Charges.
Soul Casting
Also at 3rd level, you gain the ability to shape the soul you gather, and form them into deadly spells. You have a maximum of 5 Soul Charges. This damage is considered magical.
Vengeful Spirit: At the cost of one Soul Charge, you may release a powerful blast of energy, being 5ft wide and launching 80ft in a line. Those hit must make a Dex saving throw, and on a failure, the blast deals 2d10 force damage while only half on a successful throw. If you wish, you can spend 2 Soul Charges and create the Shade Soul. This deals equal damage, but is increased to 15ft width, and 100ft range.
Howling Wraiths: At the cost of one Soul Charge, you release the pain of hundreds of souls above you, being 20ft tall in a curve directly over you. When a creature is hit, they are dealt 2d8+Con force damage. If you wish, you may spend 2 Soul Charges and create the Abyss Shriek. This attack gains 30ft range above you, and will deafen nearby creatures as well. The damage increases to 3d8+Con.
Desolate Dive: At the cost of one Soul Charge, you, grounded or mid-air, dive to the ground with the strength of a meteor. This attack deals 1d10+Con force damage in a 10ft area from which you landed, and will knock creatures back 5ft. If a creature is directly under you when used, they will be dealt 2d10+Con force. If you wish, you may spend 2 Soul Charges, and create the Descending Dark. This attack does not increase damage, other than dealing 3d10+Con to the creature directly under you. Increases the area of affect to 20ft and knocks creatures back by 10ft.
Charms
At 7th level, you gain the ability to wield the power of a special build of artifacts, the Charms. You gain 5 Charm Slots. When you take a short rest you may choose to replace a charm with another. If you wish, you may equip a charm that exceeds your maximum charm capacity. This is called overcharming. When you do this, you exceed the maximum charm capacity and therefore take double damage. Other Charms can be found in the world
Charms
At 7th level, you gain the ability to wield the power of a special build of artifacts, the Charms. You gain 5 Charm Slots. When you take a short rest you may choose to replace a charm with another. If you wish, you may equip a charm that exceeds your maximum charm capacity. This is called overcharming. When you do this, you exceed the maximum charm capacity and therefore take double damage. Other Charms can be found in the world. Here is the list of starting Charms:
Thorns of Agony (1 slot): When you are dealt non-elemental damage, thorns lash out from your body, dealing half the damage back to the attacker.
Baldur Shell (2 slots): When using Second Wind, you may choose to dodge the attack, and not take the damage. However, this will cancel the Second Wind and you will lose the use.
Carefree Melody (4 slots): When you take damage, you may choose to roll a d20. If you roll a 20, take no damage. If you roll a 1, take double damage
Nail Arts
At 10th level, you gain the skills to use your nail to an immense potential. You can choose one of three Nail Arts. You may change your current Nail Art, however, it will take 3 hours and at the end you will forget the previous. You can only use these moves equal to your proficiency bonus.
Cyclone Slash: You spin rapidly, cutting anything in your path. Anything within a 10ft radius of you when you activate this move must make a Dex saving throw, and on a failure, take 2d8 Slashing damage, or half as much on a successful throw.
Dash Slash: You gain extreme momentum, fast enough to slice someone in half. When activated, you can move up to double your movement speed, approaching a creature. When you are 5ft or closer, you attack for 1d6+8 Slashing damage. As an additional affect, if there is another creature behind the main, they will be struck as well, though only taking half as much damage.
Great Slash: You swing your blade with the force to cut a mountain, or a shell, perhaps. When activated, any one creature in front of you will be dealt 2d10+Str Slashing damage. The creature will also be pushed back 5ft.
Void Heart
When you reach 15th level, you gain the ability to become one with the void, and your own mind bonds with it. You become resistant to Nerotic and Psychic damage. You also gain the ability to shroud yourself in void. When you activate this ability, you can use it as a reaction or action, you become incorporeal and can phase through creatures temporarily for one minute.
Pure Vessel
When you reach 18th level, you become one with god and void, to become the perfect vessel. You become immune to Psychic damage, as you have no mind to think and advantage on saving throws against being charmed, as you have no will to break. Attacks with your Nail become Magical and now deal 3d10+Con.
Broken Void
Also at 18th level, the void inside of you has grown close to you, and inhabits your corpse when you inevitably perish. When you drop to 0 hit points, you are not rendered incapacitated, but you are not in control. The DM gains control over your “Shade” until a one hour ritual can bring you back. In this form, the DM can only use Soul Spells and normal Nail attacks.
Comments