Trefferpunkte
Übungen
Vessel
| Stufe | Übungsbonus | Eigenschaften | Transformations | Form Strike |
|---|---|---|---|---|
| 1 | + 2 | Manifest Uncanny Emergence | 2 | 1d8 |
| 2 | + 2 | Manifest Uncanny Emergence | 2 | 1d8 |
| 3 | + 2 | Manifest Uncanny Emergence | 2 | 1d8 |
| 4 | + 2 | Manifest Uncanny Emergence | 2 | 1d8 |
| 5 | + 3 | Manifest Uncanny Emergence | 3 | 1d8 |
| 6 | + 3 | Manifest Uncanny Emergence | 3 | 1d10 |
| 7 | + 3 | Manifest Uncanny Emergence | 3 | 1d10 |
| 8 | + 3 | Manifest Uncanny Emergence | 3 | 1d10 |
| 9 | + 4 | Manifest Uncanny Emergence | 4 | 1d10 |
| 10 | + 4 | Manifest Uncanny Emergence | 4 | 1d10 |
| 11 | + 4 | Manifest Uncanny Emergence | 4 | 1d12 |
| 12 | + 4 | Manifest Uncanny Emergence | 5 | 1d12 |
| 13 | + 5 | Manifest Uncanny Emergence | 5 | 1d12 |
| 14 | + 5 | Manifest Uncanny Emergence | 5 | 1d12 |
| 15 | + 5 | Manifest Uncanny Emergence | 5 | 2d8 |
| 16 | + 5 | Manifest Uncanny Emergence | 5 | 2d8 |
| 17 | + 6 | Manifest Uncanny Emergence | 6 | 2d8 |
| 18 | + 6 | Manifest Uncanny Emergence | 6 | 2d8 |
| 19 | + 6 | Manifest Uncanny Emergence | 6 | 2d8 |
| 20 | + 6 | Manifest Uncanny Emergence | 6 | 2d8 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
medium
simple
Startausrüstung
Klasseneigenschaften
Manifest (Level 1)
You can transform into a manifestation of a more inhuman mockery of yourself and your essence. On your turn, you can transform into your form as a bonus action. Additionally, you gain the Shapeshifter subtype.
Your transformation lasts for 1 minute. It ends early if you are knocked unconscious, reach 0 hit points, or die. You can also end your transformation as a bonus action. Once you have transformed the number of times shown for your vessel's level in the Transformations column of the Vessel table, you must finish a long rest before you can transform again.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the essence, but you retain your ability scores and senses. You also retain all of your skill and saving throw proficiencies.
When you transform, you assume the form's hit points and you share hit dice with the form. 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. For example, if you take 10 damage in this form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent youfrom taking actions that are part of a spell, such as confusion, that you've already cast.
You retain the benefits of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
Your form deals a 1d8 in damage it makes with its attacks, included in its statblock. This die changes as you gain vessel levels, as shown in the Form Strike column of the Vessel table.
You can choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Uncanny Emergence (Level 1)
At 1st level, you choose the path that bests defines how you gained and command your essence. Choose Unhinged Alchemist, Altered Mage, or Primal Curse. The uncanny emergence you choose grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.
In addition, you choose an essence that represents the nature and capabilities of your form. The Brute, Lycan, Araneae, Horned, Avian, and Aquatic. The essence you choose grants your form's statblock additional traits and attributes at 9th and 15th level.
Dual Minds (Level 3)
Starting at 3rd level, the being within you pairs with your mind, giving it strength. You have advantage against being frightened and charmed. You also have advantage against effects that would change your memories and emotions.
Ability Score Improvement (Level 4)
When you reach 4th 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.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Uncanny Emergence feature (Level 6)
At 6th level, you gain a feature granted by your Uncanny Emergence.
Mana Infusion (Level 6)
At 6th level, while transformed your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enhanced Ability (Level 7)
At 7th level, you allow your essence to tap into your skills, further enhancing them. Choose two skills you are proficient in, while transformed you double your proficiency bonus for checks you make with those skills for the duration of the transformation.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Essence Form feature (Level 9)
At 9th level, you gain a feature granted by your Essence Form.
Uncanny Emergence feature (Level 10)
At 10th level, you gain a feature granted by your Uncanny Emergence.
Empowered Form (Level 11)
At 11th level, you can push your essence further, increasing its might. When you use your Manifest feature, you can spend one additional use of your transformations to give your form the following benefits for the duration of the transformation:
Your form becomes Large.
You deal an extra 1d4 damage with melee and ranged attacks.
You have advantage on checks and saving throws that rely on Strength.
Your essence's hit points increases by +5.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Kindred Intuition (Level 13)
Starting at 13th level, you and your other half are able to work together and pierce through others true intentions. You have advantage on Wisdom (Insight) checks, and you gain truesight up to 5 feet.
Uncanny Emergence feature (Level 14)
At 14th level, you gain a feature granted by your Uncanny Emergence.
Essence Form feature (Level 15)
At 15th level, you gain a feature granted by your Essence Form.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Unleashed Form (Level 17)
At 17th level, you can unhinge your essence, unleashing its expansive potential. When you use your Manifest feature, you can spend two additional uses of your transformation to give your form the following benefits for the duration of the transformation:
Your form becomes Huge.
You deal an extra 1d6 damage with melee and ranged attacks.
You have advantage on checks and saving throws that rely on Strength.
Your essence's hit points increases by +10.
You deal double damage to objects and structures.
Your reach increases by 5 feet.
Uncanny Emergence feature (Level 18)
At 18th level, you gain a feature granted by your Uncanny Emergence.
Ability Score Improvement (Level 19)
When you reach 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.
Legendary Essence (Level 20)
Starting at 20th level, you and your inner companion become a legendary duo.
Once per short or long rest, if you fail a saving throw, you can choose to succeed instead.
Your form gains access to legendary actions, included in its stat block.
Additionally, your transformation ends early only if you fall unconscious, the form drops to 0 hit points, or if you choose to end it.
Multiklassen
Multiklassen-Voraussetzungen
{"cha":13,"con":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Altered Mage
Altered Mage (Level 1)
Vessels of this origin are trained in the arcane arts and more. Your essence comes from rituals and other magical infusions of usually dark magics that were forced upon you. You harness energy from your essence to empower yourself and so does it in return.
Spellcasting
Beginning when you choose this emergence at 1st level, your ancient connection to elder magic has given you the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 12th level.
Spell Slots
The Altered Mage Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.
For example, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast witch bolt using either slot.
Spells Known of 1st-Level and Higher
You know one 1st-level warlock spell of your choice.
The Spells Known column of the Altered Mage Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you develop your spells, your connection with the entity inside you, and your arcane teachings. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell
Spell
Innate Power
At 1st level, your power flows from the essence within. You can cast spells without using material components if it doesn't have a coin cost.
Essence Brand (Arcane)
At 1st level when you choose this emergence, you can choose your form's creature type from: aberration, elemental, fey, fiend, humanoid, or monstrosity.
Eldritch Shell (Level 6)
At 6th level, your essence enhances your protection against magic. You have advantage on saving throws against spells and other magical effects. Additionally, you have resistance to force damage.
Syphon Essence (Level 10)
At 10th level, you tap into your essence to empower your spells. When you cast a spell that does damage, you can add your Form Strike die to the spell's damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Spell Sense (Level 14)
Starting at 14th level, you gain a taste for magic. You can cast detect magic at will, without expending a spell slot or material components.
You can cast this even while transformed.
Shared Burden (Level 18)
At 18th level, you share your concentration with your essence. You can concentrate on two spells at once, if at least one spell is targeted only towards yourself.
Aquatic
Aquatic (Level 1)
Your essence is connected to the tides and the creatures that dwell within it from the simple minnow to the mighty kraken.
Aquatic Form
When you gain this essence at 1st level, you gain the form of an aquatic or amphibious creature. The statblock below is the statistics you adopt when you use your Manifest feature.
Marine Agility (Level 9)
Thrashing Jaws (Level 15)
Thrash foes with the power of the waves. When the form hits a creature with a bite attack, the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or have disadvantage on attack rolls until the end of your next turn.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one bite or one claw attack.
Move
The form moves up to half its speed.
Araneae
Araneae (Level 1)
Your essence is a creeping horror that spits webs to trap prey and control their environment.
Araneae Form
When you gain this essence at 1st level, you gain the form of a creeping spider like creature. The statblock below is the statistics you adopt when you use your Manifest feature.
Advanced Arachnid (Level 9)
The form's hunting abilities sharpen. The form gains blindsight up to 10 feet, and its Web range increases to 30/60 feet.
Venomous Bite (Level 15)
Venom fills the form's mandibles. If the form bites a creature that is grappled or restrained, they must make a Constitution saving throw (DC = 8 + PB + your Constitution modifier) or take poison damage equal to your PB and become poisoned until the end of your next turn.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one bite attack.
Move
The form moves up to half its speed.
Avian
Avian (Level 1)
Your essence contains the power of flight and all the freeing elements that come with it, the form often resembling a flying beast.
Avian Form
When you gain this essence at 1st level, you gain the form of a great bird or other flying creature. The statblock below is the statistics you adopt when you use your Manifest feature.
Death from Above (Level 9)
The form takes to the skies. The form gains a flight speed of 60 feet.
Dive Bomb (Level 15)
Drop down on foes with ease. If the form is flying and dives at least 30 feet straight toward a target and then hits it with a talon, the attack deals an extra 1d6 damage to the target.
Additionally, the form doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one beak or one talon attack.
Move
The form moves up to half its speed.
Brute
Brute (Level 1)
Your essence embodies strength. They resemble bulky and thick forms such as something similar to ogres or owlbears.
Brute Form
When you gain this essence at 1st level, you gain the form of a towering brute. The statblock below is the statistics adopt when you use your Manifest feature.
Overwhelming Might (Level 9)
The form's strength is unmatched. The form gains a +2 bonus to any skill check, saving throw, attack, and damage roll that uses Strength.
Riot (Level 15)
Your essence becomes unhinged. When the form reduces a creature to 0 hit points with a melee attack on its turn, the form can take a bonus action to move up to half its speed and make a slam attack.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one slam attack.
Move
The form moves up to half its speed.
Horned
Horned (Level 1)
Your essence embodies an unstoppable force, using their spiked body to blow through obstacles.
Horned Form
When you gain this essence at 1st level, you gain the form of a horned or tusked creature. The statblock below is the statistics you adopt when you use your Manifest feature.
Devastating Ram (Level 9)
The form rushes at foes with a heavy force. WHen the form uses its Charge trait, the creature takes an extra 1d6 damage from the Gore attack.
Additionally, if a creature fails the Strength saving throw from your Charge trait, they are also pushed back 5 feet if they are your size or smaller.
Stomp (Level 15)
Your essence tramples your foes. When the form knocks a creature prone with its Charge trait, the form can make one slame attack against it as a reaction.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one gore or one slam attack.
Move
The form moves up to half its speed.
Lycan
Lycan (Level 1)
Your essence resembles the stealthy and pack hunting creatures such as wolves and hyenas.
Lycan Form
When you gain this essence at 1st level, you gain the form of a canine creature. The statblock below is the statistics you adopt when you use your Manifest feature.
Strength of the Pack (Level 9)
The pack prevails. Allies within 10 ft. of the form gain advantage on Strength and Wisdom saving throws.
Advanced Hunter (Level 15)
The form becomes in tune with its predatory nature. When the form hits a creature with a bite attack, it must succeed on a DC (8 + PB + your Strength modifier) Strength saving throw, or be knocked prone.
Legendary Actions (Level 20)
The form can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack
The form makes one bite or one claw attack.
Move
The form moves up to half its speed.
Primal Curse
Primal Curse (Level 1)
Some become afflicted by primal or fey curses, primarily lycanthropy. A vessel of this origin contains a feral essence that is not so easy to control. They use this curse to rip through foes and dribble on the balance of man or monster.
Fey Resilience
Beginning when you choose this emergence at 1st level, your curse grants your essence a high level of fortitude. While transformed, bludgeoning, piercing, and slashing damage you take from nonmagical attacks not made with silver weapons are reduced by an amount equal to your Constitution modifier.
Beastly Influence
At 1st level, your essence opens your mind to new feral feelings. You gain proficiency in one skill of your choiec from: Animal Handling, Intimidation, Nature, Perception, or Stealth.
Additionally, you have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return if they cannot speak.
Essence Brand (Untamed)
At 1st level when you choose this emergence, you can choose your forms creature type from: beast, dragon, fey, fiend, humanoid, or monstrosity.
Favored Prey (Level 6)
At 6th level, you've developed a taste for particular kinds of creatures. Choose two types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids (such as kenku and humans) as favored prey.
You have advantage on Wisdom (Survival and Perception) checks to track your favored prey.
You have advantage on attack rolls against your favored prey if they are frightened.
You have advantage on Charisma (Intimidation) checks against your favored prey.
Each time you level in this class, you can change your two favored prey.
Imposing Display (Level 10)
At 10th level, you can let out a fearsome roar. As an action, you let out a roar. Any hostile or surprised creature within 60 feet of you that can see or hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened by you until the end of your next turn.
While transformed, creatures have disadvantage on this saving throw.
Ferocious Rush (Level 14)
At 14th level, nothing shall hold back your feral wrath. You gain the following benefits:
You ignore difficult terrain.
You have advantage against effects that would restrain or paralyze you.
You add your Strength modifier to your initiative roll (minimum of 1).
Sustaining Essence (Level 18)
At 18th level, your lycanthropic powers preserve your being. While in combat, at the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 points, or if you have been damaged by a silvered weapon on your last turn.
Additionally, for every 10 years that pass, your body ages only 1 year.
Unhinged Alchemist
Unhinged Alchemist (Level 1)
Those of this origin are trained in the art of alchemy, creating amazing elixirs and strange compounds. Your work can sometimes be called mad or wicked, especially when your prime test subject is yourself. Your powers are artificial in nature, coming from your research and knowledge of transmutation and alchemy.
Alchemical Training
Beginning when you choose this emergence at 1st level, you have learned the arts of alchemy and potion making through your studies. You gain proficiency in two tools of your choice from: alchemist's supplies, poisoner's kit, or herbalism kit.
Additionally, you gain proficiency in your choice of the Medicine or Nature skill.
Unstable Mixture
At 1st level, you have brewed a series of unpredictable potions. When you finish a long rest, you create a number of unstable mixtures equal to your Intelligence modifier + proficiency bonus. As an action, you can throw this potion up to 30/60 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the unstable mixture as a simple weapon. On a hit, the target takes 1d6 + your Intelligence modifier damage, roll on the Mixture Damage table to determine the damage for that attack.
This potion's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
| d6 | Damage Type |
|---|---|
1 | acid |
2 | cold |
3 | fire |
4 | lightning |
5 | necrotic |
6 | poison |
Essence Brand (Alchemical)
At 1st level when you choose this emergence, you can choose your forms creature type from: elemental, giant, humanoid, monstrosity, ooze, or plant.
Easy Design (Level 6)
At 6th level, you created a more easy to use design to your mixtures. Your throwing range for your unstable mixtures increases to 60/120 feet.
Additionally, you can now throw unstable mixtures as an action or a bonus action.
Essence Elixir (Level 10)
At 10th level, you pour your essence into your work. When you finish a short or long rest, you create one Essence Elixir. A creature can use a bonus action to drink the potion, or feed the potion to a creature to shift them into a monstrous form. While shifted, the creature gains the following effects:
You gain a +1 bonus to saving throws.
Your overall AC increases by +1.
You gain a number of temporary hit points equal to double your character level or CR (minimum of 2). If any of these remain when this shift ends, they are lost.
You grow claws that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.
This effect lasts for 1 minute, you drop to 0 hit points or die. This elixir has no effect on constructs. If you drink this elixir instead of gaining the effects of the shift you instead transform as if you used your Manifest feature without extending a use of the feature.
Desperate Brew (Level 14)
At 14th level, when the time calls for it you quickly create an unpredictable elixir in a panicked brew. As an action, you can create a random potion if you have alchemist's supplies on your person. This potion lasts for 1 minute, afterwards it expires and loses its unique properties if not used due to its unstable mixture. Roll on the Makeshift Potion table below to randomly determine what potion you create.
| d12 | Potion |
|---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 | |
11 | |
12 |
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest. You can use two uses of this feature to instead pick a potion of your choice off the table.
You can't use this feature while transformed.
Eurika (Level 18)
At 18th level, you made an amazing break through in your alchemical study. You gain the following effects:
You are immune to poison and disease.
Potions made with the Desperate Brew feature can be used as a bonus action.
You double your proficiency bonus with checks you make with your alchemist's supplies, poisoner's kit, and herbalism kit.