Points de Vie
Maîtrises
Vessel
| Niveau | Bonus de Maîtrise | Capacités | Cantrips Known | Spells Known | Spell Slots | Slot Level | Unsealed Aspects |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spirit Mantle Unsealed Aspects | 0 | 0 | 0 | 0 | 1 |
| 2 | + 2 | Spirit Mantle Unsealed Aspects | 2 | 2 | 2 | {@filter 1st|spells|level=1|class=Vessel (LLVes)} | 2 |
| 3 | + 2 | Spirit Mantle Unsealed Aspects | 2 | 2 | 2 | {@filter 1st|spells|level=1|class=Vessel (LLVes)} | 2 |
| 4 | + 2 | Spirit Mantle Unsealed Aspects | 3 | 3 | 2 | {@filter 1st|spells|level=1|class=Vessel (LLVes)} | 3 |
| 5 | + 3 | Spirit Mantle Unsealed Aspects | 3 | 3 | 2 | {@filter 2nd|spells|level=2|class=Vessel (LLVes)} | 3 |
| 6 | + 3 | Spirit Mantle Unsealed Aspects | 3 | 4 | 2 | {@filter 2nd|spells|level=2|class=Vessel (LLVes)} | 3 |
| 7 | + 3 | Spirit Mantle Unsealed Aspects | 3 | 4 | 2 | {@filter 2nd|spells|level=2|class=Vessel (LLVes)} | 4 |
| 8 | + 3 | Spirit Mantle Unsealed Aspects | 3 | 5 | 2 | {@filter 2nd|spells|level=2|class=Vessel (LLVes)} | 4 |
| 9 | + 4 | Spirit Mantle Unsealed Aspects | 3 | 5 | 2 | {@filter 3rd|spells|level=3|class=Vessel (LLVes)} | 4 |
| 10 | + 4 | Spirit Mantle Unsealed Aspects | 3 | 6 | 2 | {@filter 3rd|spells|level=3|class=Vessel (LLVes)} | 5 |
| 11 | + 4 | Spirit Mantle Unsealed Aspects | 4 | 6 | 3 | {@filter 3rd|spells|level=3|class=Vessel (LLVes)} | 5 |
| 12 | + 4 | Spirit Mantle Unsealed Aspects | 4 | 7 | 3 | {@filter 3rd|spells|level=3|class=Vessel (LLVes)} | 5 |
| 13 | + 5 | Spirit Mantle Unsealed Aspects | 4 | 7 | 3 | {@filter 4th|spells|level=4|class=Vessel (LLVes)} | 5 |
| 14 | + 5 | Spirit Mantle Unsealed Aspects | 4 | 8 | 3 | {@filter 4th|spells|level=4|class=Vessel (LLVes)} | 6 |
| 15 | + 5 | Spirit Mantle Unsealed Aspects | 4 | 8 | 3 | {@filter 4th|spells|level=4|class=Vessel (LLVes)} | 6 |
| 16 | + 5 | Spirit Mantle Unsealed Aspects | 4 | 9 | 3 | {@filter 4th|spells|level=4|class=Vessel (LLVes)} | 6 |
| 17 | + 6 | Spirit Mantle Unsealed Aspects | 4 | 9 | 4 | {@filter 5th|spells|level=5|class=Vessel (LLVes)} | 6 |
| 18 | + 6 | Spirit Mantle Unsealed Aspects | 4 | 10 | 4 | {@filter 5th|spells|level=5|class=Vessel (LLVes)} | 7 |
| 19 | + 6 | Spirit Mantle Unsealed Aspects | 4 | 10 | 4 | {@filter 5th|spells|level=5|class=Vessel (LLVes)} | 7 |
| 20 | + 6 | Spirit Mantle Unsealed Aspects | 4 | 11 | 4 | {@filter 5th|spells|level=5|class=Vessel (LLVes)} | 7 |
Sorts de Classe
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Progression des Sorts Connus
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sorts Connus | 0 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 |
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 0 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Équipement de Départ
Capacités de Classe
Spirit Mantle (Level 1)
At 1st level, you can use a bonus action to cloak yourself with (or dismiss) your Spirit Mantle, an ethereal cloak of spiritual power. It marks a dramatic change in your appearance which causes you to resemble the Spirit bound to your soul.
While the Mantle is active, you gain the following features:
Ethereal Armor
The power of your Mantle wards you from harm. When you are not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Charisma modifier.
Iridescent Strikes
Spiritual energies empower you. You can use your Charisma, in place of Strength, for your unarmed strike attack rolls. On hit, these unarmed strikes deal radiant damage equal to 1d6 + your Charisma modifier. Also, whenever you take the Attack action, you can make an unarmed strike as a bonus action.
At certain Vessel levels, the damage die of these Iridescent Strikes increases: at 5th (d8), 11th (d10), and 17th level (d12).
Unsealed Aspects (Level 1)
You have learned to channel Aspects of your Spirit's power. At 1st level, you unlock an Unsealed Aspect of your choice from the list at the end of this class. If an Aspect has a prerequisite, like another Unsealed Aspect or a Vessel level, you must meet those prerequisites to unlock it.
At certain Vessel levels, you unlock additional Aspects, as shown in the Unsealed Aspects column of the Vessel table.
Finally, when you unlock a new Unsealed Aspect, you can replace one of your Unsealed Aspects with another Aspect of your choice. Though you can't replace prerequisite Aspects.
Vessel Magic (Level 2)
Also at 2nd level, you learn to draw upon the immense power of the Sealed Spirit bound within your soul to produce spells, much like a Warlock does. You gain the following features:
Cantrips
You learn two Cantrips of your choice from the Vessel Spell List. You learn another Vessel Cantrip at 4th and 11th level, as shown in the Cantrips Known column of the Vessel table.
Spell Slots
The Vessel table above shows how many spell slots you have to cast your Vessel spells and the level of those spell slots. All of your spell slots are the same level. To cast a Vessel spell of 1st-level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest.
Spells Known of 1st-level and Higher
At 2nd level, you learn two 1st-level spells of your choice from the Vessel Spell List, which is found at the end of this class.
The Spells Known column of the Vessel table shows when you learn additional Vessel spells of 1st-level and up. Vessel spells you learn must all be of a level equal to, or lower than, your Slot Level, as shown on the Vessel table.
When you gain a Vessel level, you can replace one Vessel spell you know with a Vessel spell of your choice, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Vessel spells, as you are using your will to draw on the power of the Spirit that dwells within you. You use your Charisma whenever a spell refers to your spellcasting ability, when you set the saving throw DC for a spell, and when you make a spell attack roll.
Spell
Spell
Spellcasting Focus
Your Spirit Mantle is your Spellcasting Focus for your Vessel spells, and you must be cloaked in it to cast these spells. You must have a free hand to cast a spell that requires a somatic or a material component, and you must still provide material components that are consumed or have a gold cost.
Archon Form (Level 3)
Beginning at 3rd level, when you cloak yourself in your Spirit Mantle, you can draw upon even more of your Spirit's power and transform into your Archon Form, using the stat block in your Sealed Spirit description. This Archon Form uses your Proficiency Bonus (PB) and your Vessel Spell save DC.
You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert if you become Unconscious, you are reduced to 0 hit points, or you use a bonus action to revert.
While in your Archon Form, use the following rules:
Archon Form
Your statistics are replaced with those in your Archon Form's stat block. You do retain your alignment, personality, ability scores, and hit points. You also retain skill and saving throw proficiencies, and gain those of your Archon Form.
Spirit Mantle
In Archon Form, you are considered cloaked in your Spirit Mantle and gain all its benefits and features, such as Ethereal Armor and Iridescent Strikes.
Armor Class Bonus
Some Archon Forms grant you a bonus to your Armor Class. This AC Bonus only applies to your Ethereal Armor from your Spirit Mantle.
Temporary Hit Points
When you transform, you gain temporary hit points equal to twice your Vessel level. All temporary hit points you gain in Archon Form are lost when you return to your normal form.
Features
You retain all features from your class, race, or other sources that your Archon is capable of using. This includes the ability to cast spells with Vessel Magic.
Equipment
When you transform, you must decide if your equipment falls to the ground, merges with your Archon, or is worn by it. Worn equipment functions normally, but your DM decides if your Archon can use it. Any equipment that merges with your Archon has no effect during your transformation.
Uses
You can transform into Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.
Sealed Spirit (Level 3)
You have unlocked the true power of the entity bound to your soul.
Your Sealed Spirit grants you features at 3rd level, and again when you reach 6th, 15th, and 20th level in this class.
All Sealed Spirit features use your Vessel Spell save DC.
Sealed Magic
Each Sealed Spirit has a list of Sealed Magic spells you learn at the Vessel levels listed in its description. They are Vessel spells for you, but do not count against your number of Spells Known. You can't replace these spells when you gain a level.
The magic of your Spirit can also change the damage type dealt by your Iridescent Strikes, and is noted here.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Vessel spell, you can make one Iridescent Strike as a bonus action on that turn.
Sealed Spirit Feature (Level 6)
At 6th level, you gain a feature granted by your Sealed Spirit.
Controlled Transformation (Level 7)
Beginning at 7th level, you can channel and maintain control over more power from your Sealed Spirit. Your Archon Form transformation can now last for up to 1 hour, and it only ends early if you are reduced to 0 hit points or you use your bonus action to end it. You cannot rest in Archon Form.
Also, when you roll initiative and are not Incapacitated or Surprised, you can instantly transform into Archon Form.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Primeval Will (Level 10)
Beginning at 10th level, your Spirit can lend you its willpower. If you fail an Intelligence, Wisdom, or Charisma saving throw, or a saving throw to maintain concentration you can add your Charisma modifier (minimum of +1) to your roll.
You can do so a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of this feature when you complete a long rest.
Elder Archon (Level 11)
You can unleash a greater amount of your Sealed Spirit's true power. Starting at 11th level, when you transform into Archon Form, you can cast one of your Sealed Magic spells as part of your transformation without expending a spell slot. The spell must have a casting time of one action, or one bonus action.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Dire Preservation (Level 14)
At 14th level, the Spirit bound to you will unleash its power to defend its Vessel. When you would be reduced to 0 hit points, but not killed outright, you can transform into Archon Form, expending resources as normal, and fall to 1 hit point instead.
Sealed Spirit Feature (Level 15)
At 15th level, you gain a feature granted by your Sealed Spirit.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Unchained Power (Level 18)
You and the Spirit bound to your soul merge and become an entirely new and distinct creature. Upon reaching 18th level, your Archon Form transformation lasts indefinitely and only ends if you are killed or if you use a bonus action to end it.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sealed Spirit Feature (Level 20)
At 20th level, you gain a feature granted by your Sealed Spirit.
Multiclassage
Prérequis de Multiclassage
{"cha":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
The Ascended
The Ascended (Level 3)
When mortals attain heights of arcane power that allow them to ascend beyond their physical forms, they make themselves vulnerable to being sealed away. Often, these great sorcerers and archmages are punished by the deities of magic, and are imprisoned where they can no longer violate arcane laws.
Ancient Knowledge
Your Spirit grants you access to its vast esoteric knowledge. During a long rest, you now prepare a number of spells from the Vessel or Wizard spell list equal to your Spells Known, in place of your Spells Known. The spells you prepare must be equal to your Slot level or lower. In addition, you can cast the Ritual version of any spell you prepare.
Ascended Magic
You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Iridescent Strike Alteration
Your Iridescent Strikes can also deal the damage type of any Vessel spell you know, which you can choose on hit.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ascended Archon
You take on the luminous form of the ancient spellcaster that is bound to you. Your Archon Form uses the stat block below:
Ascended Archon
Potent Spellcasting (Level 6)
The mage imprisoned within your soul empowers your spells. When you deal damage with a Vessel or Wizard spell, you add your Charisma modifier (minimum of +1) to one damage roll.
Ascended Arcanum (Level 15)
You wrest even greater magics from the Ascended within you. You learn a single 5th-level Wizard spell of your choice, which you can cast once per long rest without spending a spell slot.
At 20th level, you learn a 6th-level Wizard spell that you can also cast once per long rest without expending a spell slot.
Archmage Reborn (Level 20)
Your soul allows your Ascended Spirit to manifest itself once again. Your Archon Form gains the following benefits:
You assume the appearance The Ascended had in life.
Your flying speed increases to 30 feet.
The distance you can teleport with Astral Step is doubled.
As a bonus action on each of your turns, you can teleport up to 30 feet to an unoccupied space you can see in range.
The radius of your Arcane Blast becomes 15 feet.
The Cataclysm
The Cataclysm (Level 3)
At the dawn of the multiverse, elemental forces ran wild. Great beings of pure Air, Earth, Fire, and Water ravaged through the material plane, shaping it to their frivolous and destructive will. These primordial elementals and elder genies were banished from the material plane, but are always seeking to return. When they threaten mortal realms, great forces bind these elder elemental beings to mortal hosts, holding back the Cataclysm for a time.
Elemental Affinity
Within you is bound an elder elemental Spirit of great power. Choose the element from the list below that best represents that of your Spirit. This choice grants you Affinity with, and resistance to certain damage type, as shown on the table:
| Air | Earth | Fire | Water |
|---|---|---|---|
thunder | bludgeoning | fire | cold |
Your Elemental Affinity also determines the statblock you use for your Archon Form, which are found on the next page.
Cataclysm Magic
You also learn certain spells at the Vessel levels below. They are Vessel spells for you, but they do not count against your number of Spells Known, and they cannot be replaced.
Spells on the first table are shared by Cataclysm Vessels of all Elemental Affinities. The second spell you gain at the Vessel levels listed below is determined by your Elemental Affinity, and are listed by Element on the tables below.
Iridescent Strike Alteration
Finally, you can choose for your Iridescent Strikes to deal your Affinity damage type on hit, which is always magical.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
| Vessel Level | Air Spells | Earth Spells |
|---|---|---|
3rd | ||
5th | ||
9th | ||
13th | ||
17th |
| Vessel Level | Fire Spells | Water Spells |
|---|---|---|
3rd | ||
5th | ||
9th | ||
13th | ||
17th |
Cataclysm Archon
You can take on a form of pure elemental power, wreathed in storms, flames, stone, or waves. When you transform into your Archon Form, you use the Cataclysm Archon stat block below that corresponds to the Elemental Affinity you chose at 3rd level:
Air Archon | Fire Archon |
Earth Archon | Water Archon |
Elder Power (Level 6)
Your Spirit infuses you with its elder elemental power. While cloaked in your Spirit Mantle, you gain Immunity to Affinity damage you inflict with Vessel spells and other abilities.
Moreover, when you deal Affinity damage in Archon Form, you treat a roll of 1 or 2 on any of your damage dice as a 3.
Cataclysmic Eruption (Level 15)
You can briefly manifest the raw destructive elements of your Spirit. As an action, you can cause a 15-foot diameter, 60-foot high, pillar of elemental power to erupt from a surface you can see within 30 feet, forcing creatures to make a Dexterity saving throw, then it disappears. Creatures take 9d6 Affinity damage on a failure, and half as much on a success.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all uses when you finish a long rest. If you have no uses left, you can expend a Vessel Magic spell slot to use this feature again.
Cataclysm Reborn (Level 20)
You wield the full power of your primordial Cataclysm. When you are in your Archon Form you gain the following benefits:
You assume the true appearance of your Cataclysm.
The weather in a 1-mile radius surrounding you subtly changes to reflect your primordial elemental influence.
You can use your Cataclysmic Eruption action at will.
The Cursed
The Cursed (Level 3)
Condemned by the heavens for transgressions at the dawn of time, Cursed Spirits were once wielders of an overwhelming sinister power. Counted among these Spirits are the demons, devils, and all other nefarious spirits of the lower planes. To be considered one of the Cursed, the Spirit posed a direct threat to the order of the multiverse, and were sealed to prevent untold calamity.
Malignant Aura
The aura of the Cursed Spirit sealed within your soul bleeds into your personality. You gain the Striking Presence Aspect. It does not count against your number of Unsealed Aspects and it cannot be replaced with another Aspect.
If you already have the Striking Presence Aspect, you gain another Unsealed Aspect of your choice.
Cursed Magic
You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Iridescent Strike Alteration
Your Iridescent Strikes can also deal fire damage on hit.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cursed Archon
You can take on a sinister form wreathed in the dark flame and shadow of your Cursed Spirit. When you transform into Archon Form, you use the statblock below.
Cursed Archon
Hellfire (Level 6)
You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. Whenever you deal fire damage to a target, you ignore resistance to fire damage and treat immunity to fire as resistance.
Also, if you deal fire damage to a creature it cannot regain hit points until the start of your next turn.
Dark Sacrifice (Level 15)
You can sacrifice your vitality to your Spirit in return for its power. As a bonus action, you can reduce both your current and maximum hit points by 10 to regain one of your Vessel Magic slots. This reduction cannot be lessened in any way.
At the end of your next long rest any reduction to your hit point maximum from this feature returns to normal.
Lord of Darkness (Level 20)
Your power allows your Spirit to walk in the material world once again. Your Archon Form gains the following benefits:
You assume the true appearance of your Cursed Spirit.
You are immune to the charmed, frightened, and poisoned conditions, and to both poison and fire damage.
When you take the Attack action on your turn you can make one bonus Iridescent Strike as part of your action.
Once per turn when you deal fire damage to a creature with an Iridescent Strike you can cause it to be frightened of you until the beginning of your next turn.
The Fallen
The Fallen (Level 3)
Not all denizens of the upper planes serve the will of the gods that created them. Those who stray too far from the ordained purpose invoke divine wrath. These wayward celestial beings are branded as Fallen Spirits and hurled from the heavens to be imprisoned in mortals to atone for their sins. Some swear revenge upon the heavens while others seek reconciliation.
Celestial Warrior
You are infused with the skills and vigilance of the heavenly host. You gain proficiency in Insight and all martial weapons.
Whenever you make an Insight check while cloaked in your Spirit Mantle, you add your Charisma modifier to your roll.
Divine Wrath
When you make a melee weapon attack while cloaked in your Spirit Mantle, you can infuse it with Divine Wrath. When you do, you use Charisma for its attack and damage rolls, it deals radiant damage on hit, and it counts as an Iridescent Strike.
Fallen Magic
You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Fallen Archon
You take on a form wreathed in rings of fire or a humanoid that radiates golden light. When you transform into your Archon Form, you use the Fallen Archon stat block below:
Fallen Archon
Condemnation (Level 6)
When you hit a creature with a Divine Wrath attack while in Archon Form, you can Condemn it. A Condemned creature must spend two feet of movement for every foot it wishes to move away from you, and your Divine Wrath attacks against it score a critical hit on a roll of 19 or 20 on the d20.
You can only Condemn a single creature per Archon Form transformation, and it lasts until you revert to normal form.
Heavenly Zeal (Level 15)
You unlock the Aether Wings Unsealed Aspect, or another if you have already unlocked it. It does not count against your Unsealed Aspects, and Aether Wings cannot be replaced.
Your Divine Wrath attacks against Condemned creatures also now score a critical hit on a roll of 18-20 on the d20.
Divine Avenger (Level 20)
You can fully channel the divinity of the Spirit bound to your mortal flesh. Your Archon Form gains the following benefits:
You assume the true appearance of your Fallen Spirit.
When you miss a target with a weapon attack, the next attack you make against that creature has advantage.
If you score a critical hit against a creature, it is Blinded, Deafened, and mute until the start of your next turn.
The Formless
The Formless (Level 3)
Before the world was shaped, horrible things slithered about the darkness. Formless monsters with only one desire, to eat and consume anything they could. These shapeless creatures of hunger are known as Formless, and even now, they gnaw the roots of the world, trapped deep below the material plane.
Amorphous Shape
The oozing Spirit bound to your soul allows you to reshape yourself in unnatural ways. You can move through gaps as narrow as 1-inch without having to squeeze. However, this ability has no effect on anything you are wearing or carrying.
You also gain the Ethereal Tendril Aspect. It does not count against your number of Unsealed Aspects and it cannot be replaced with another Unsealed Aspect.
If you already know Ethereal Tendril, you gain another Unsealed Aspect of your choice.
Formless Magic
You learn certain spells at the Vessel levels noted in the table below. The spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Iridescent Strike Alteration
Your Iridescent Strikes can also deal acid damage.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Formless Archon
You morph into a shapeless form of slime or an unspeakable flowing mass of opaque ooze. When you transform into your Archon Form you use the Formless Archon stat block below:
Formless Archon
Drain Vitality (Level 6)
While in Archon Form, you can use a bonus action to force any creatures under the effect of a Formless Magic spell or grappled by you to make a Constitution saving throw. On a failed save, they take 2d8 acid damage and your temporary hit points increase by half the total acid damage dealt. Your temporary hit points cannot exceed twice your level.
This acid damage increases at certain Vessel levels: at 9th (3d8), 13th (4d8), 17th (5d8), and 20th level (6d8).
Consume Strike (Level 15)
Your Spirit hungers for the power of others. Whenever your Archon Form is hit by an attack, you can use your reaction to temporarily consume the memory of that attack.
The first Iridescent Strike you make before the end of your next turn morphs into a gelatinous mockery of the attack you consumed. On hit, it applies the damage and effects from the attack you consumed instead of a normal Iridescent Strike.
Primordial Hunger (Level 20)
You and the Formless Spirit bound to you have become one hunger. Your Archon Form gains the following benefits:
You assume the true appearance of your Formless Spirit.
You gain immunity to acid damage, and whenever you deal acid damage, you ignore resistance to acid damage and you treat immunity to acid damage as resistance.
As an action on your turn, you can make one Iridescent Strike with each one of your Archon's Pseudopods.
The Trickster
The Trickster (Level 3)
The beings of the Feywild are known for their whimsical and ephemeral ways, often unpredictable to mortals. Most of the faerie are content to follow these self-imposed rules and only interfere with mortals when they are approached. However, the Fey known as Tricksters cannot help but spread discord and need to be sealed away to limit the chaos they spread.
Shifting Visage
You can change your appearance to better sow chaos. When your Spirit Mantle is active, you can cast disguise self at will, without spending a spell slot, and you can unerringly mimic any sounds or voices you have heard before.
Trickster Magic
You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Iridescent Strike Alteration
Your Iridescent Strikes can also deal psychic damage.
| Vessel Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Trickster Archon
You take on a form that is elegant, whimsical, and terrifying, much like the powerful faerie. When you transform into your Archon Form you use the Trickster Archon stat block below:
Trickster Archon
Illusory Strikes (Level 6)
Your Spirit projects potent illusions to attack your enemies. Whenever you would make an Iridescent Strike during your turn, you can forgo that attack to conjure one illusory copy of yourself in an unoccupied space you can see within 30 feet of you. This illusory copy of you makes one Iridescent Strike against a target within range and disappears.
Fey Retribution (Level 15)
The power of the Trickster can reflect magic back on your foes. If you succeed on a saving throw against a spell, you can use your reaction to force the caster to make a Wisdom saving throw. On a failure, it suffers the effects of either charm person or charm monster spell.
Once a creature is charmed by you in this way, it can't be charmed by this feature again until the next dawn.
Lord of Mischief (Level 20)
You can channel the whimsical and terrifying power of The Trickster. Your Archon Form gains the following benefits:
You assume the true appearance of your Trickster Spirit.
When you use Illusory Strikes the range becomes 60 feet.
Once per turn when you use Illusory Strikes you can create two illusory copies of yourself within range.
When you hit a creature with an Iridescent Strike it has disadvantage on its next Wisdom saving throw.