Unsealed Aspects
Unsealed Aspects
Below is the list of Unsealed Aspects available to Vessels. If an Unsealed Aspect has a prerequisite, like a specific Vessel level or another Aspect, you can learn that Aspect at the same time that you meet any prerequisites it may have.
Ethereal Tendril
As a bonus action, you can manifest (or dismiss) an Ethereal Tendril from any point on your body. It has a reach of 10 feet and its Strength score is equal to your Charisma score. You can only have one Ethereal Tendril manifested at a time, and this Tendril can be attacked as part of you. While your Spirit Mantle is active, your Ethereal Tendril's reach is doubled.
The Ethereal Tendril cannot use fine tools, weapons, or shields, but it can be used to manipulate simple objects. Your Tendril can also make Iridescent Strikes, shove, and grapple.
Iridescent Shield
You can conjure raw spiritual power to deflect attacks. When a creature you can see hits you, or a target you can see within 5 feet of you with an attack, you can use your reaction to add your Constitution modifier (minimum of +1) to its Armor Class against that attack, possibly turning a hit into a miss.
Opalescent Armor
You draw on your Spirit's fortitude to protect you. While your Spirit Mantle is active you can use your bonus action to
Shimmering Lance
You learn to project your spiritual power across far distances. your Manifest Weapon gains the thrown property with a range of (30/90).
Spirit Sense
The Spirit bound to you allows you to sense similar beings. When you see a Celestial, Elemental, Fey, or Fiend with a CR equal to your Vessel level or lower, you learn its creature type, its spellcasting ability, and the level of its highest spell.
Also, while your Spirit Mantle is active, you can see magic as if by detect magic, but you must concentrate on this effect.
Striking Presence
Your bearing is enhanced by your Spirit. You gain proficiency in Deception, Intimidation, or Persuasion. While your Spirit Mantle is on, you have advantage on Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.
Uncanny Strength
The spiritual power you harbor within your body grants you inordinate bodily strength. You gain proficiency in Athletics.
While your Spirit Mantle is active, you add your Constitution modifier (minimum of +1) to all Strength (Athletics) checks.
Vexing Strike
The overwhelming spiritual magnetism of your Spirit draws in your foes. When you hit a creature with a melee attack with your Manifest Weapon, it has disadvantage on all attack rolls against targets other than you until the beginning of your next turn.
This feature has no effect on creatures that are immune to the charmed condition.
Dire Stature
Prerequisites: 6th-level Vessel
You can tap into the primordial stature of your Spirit. When you transform into Archon Form, you can choose for this new Form to grow by one size category, so long as there is room for you to do so. For example, your Archon Form may grow
from Medium to Large.
For each size category the Archon grows above Medium, the reach of its melee attacks grows by 5 feet, its melee attacks deal a bonus 1d4 damage on hit, and its Armor Class Bonus increases by 1.
Ethereal Grasp
Prerequisite: 6th-level Vessel, Uncanny Strength
You can seize the spirits of your foes with your own enhanced spiritual power. Whenever you grapple a target while your Spirit Mantle is active, it must make a Charisma (Acrobatics) or a Charisma (Athletics) check to escape from your grapple.
Evoke Spirit
Prerequisite: 6th-level Vessel
You can release a minor form of the Spirit sealed within you. You learn the conjure familiar spell, which you can cast as a Ritual.
When you cast it, your Familiar resembles a Tiny version of your Sealed Spirit, shares the creature type of your Archon, can attack on its turn, and uses the Spirit Familiar stat block.
Spirit Familiar
Tiny Creature (type of your Archon Form)
Armor Class 8 + Con
Hit Points 5 + your Vessel level
Speed 20 ft., fly 40 ft.
STR 3(-4) DEX 14(+2) CON 7(-2) INT 8(-1) WIS 10(+0) CHA 16(+3)
Senses darkvision 60 ft., passive Perception 10
Languages any spoken by your Archon Form
Hit Dice. The Spirit Familiar has a number of d4 Hit Dice equal to your Vessel level. It also gains all the normal benefits of both short and long rests.
Magic Resistance. The Spirit Familiar has advantage on saving throws against spells and magical effects.
Vessel Bond. You add your PB to any ability checks or saving throws that your Spirit Familiar makes.
Actions
- Invisibility. The Familiar magically turns invisible until it attacks or forces a target to make an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. The Familiar must concentrate on this effect as if it were concentrating on a spell.
- Spirit Strike. Melee Spell Attack: Your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 damage of the same type as your Iridescent Strike.
Otherworldly Maw
Prerequisite: 6th-level Vessel
The hunger of your Spirit also fuels your life force.while you are in Archon Form, you can use your action to force a creature within your reach to make a Charisma saving throw. On a failure, it takes 2d6 necrotic damage and your current temporary hit points increase by half the necrotic damage dealt.
Your temporary hit points cannot exceed twice your level.
Piercing Gaze
Prerequisite: 6th-level Vessel, Spirit Sense
Your sight has been enhanced further by the power of your Sealed Spirit. You gain proficiency in Perception, and when you make a Wisdom (Perception) check you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).
Also, if your Spirit Mantle is active can also see through magical dim light and darkness, and you can instantly detect the presence of illusion magic and other shapeshifters.
Vengeful Strike
Prerequisite: 6th-level Vessel, Iridescent Shield
Your Spirit calls for vengeance. Whenever you use Iridescent Shield and the attack misses, you can make one Manifest Weapon attack against the attacker as part of the same reaction.
Dazzling Lance
Prerequisite: 12th-level Vessel, Shimmering Lance
You can project immense power. The thrown range on your Manifest Weapon becomes (100/300), it ignores half-cover, and treats three-quarters cover as half.
In addition, when you hit with a ranged Manifest Weapon Attack, you can expend a channel divinity use to create a spiritual eruption. Creatures within 30 feet of your target must make a Dexterity saving throw. They take 6d8 damage of the type of your Iridescent Strike on a failure, and half on a success.
As you gain Vessel levels the damage of this eruption on impact increases: at 13th level (7d8) and 17th level (8d8)
Perilous Visage
Prerequisite: 12th-level Vessel
You reveal a fraction of your Spirit's true power, horrifying all who behold you. When you transform into Archon Form, you can force creatures of your choice that can see you within 60 feet to make a Wisdom saving throw. On a failure, creatures are frightened of you for 1 minute.
A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. If the creature is still able to see you it has disadvantage on its saving throw.
Primeval Thirst
Prerequisite: 12th-level Vessel, Otherworldly Maw
The ancient Spirit within you can absorb spells to restore its power. When your Archon sees a creature within 30 feet cast a spell, it can use its reaction to force the spellcaster to make a saving throw with its Spellcasting ability. On a failed save, its spell fails. You regain a use of channel divinity when you cancel a spell this way.
You can use this reaction a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Sundering Strike
Prerequisite: 12th-level Vessel
Your strikes assault both body and spirit. Whenever you hit a creature with your Manifest Weapon, you can force it to make a Charisma saving throw. On a failure, it cannot concentrate on or cast spells until the start of your next turn. You can only force a creature to make this saving throw once per turn.
Twilight Steps
Prerequisites: 12th-level Vessel
You can draw on your Spirit's power to phase your physical body into the spirit world. As a bonus action, you can cast spectral passage spell without expending a spell slot.
Aether Wings
Prerequisites: 18th-level Vessel
You can manifest spectral wings. While your Spirit Mantle is active you gain a 60-foot flying speed and can hover.
Colossal Archon
Prerequisites: 18th-level Vessel, Dire Stature
The appearance of your Archon Form inspires legends and myths. When you use Dire Stature, you can grow to become Huge in size if there is room for you to do so. You gain all the benefits of Dire Stature for your increased size.
Lord of Spirits
Prerequisite: 18th-level Vessel
You can channel the elder authority of your Sealed Spirit to compel powerful entities into your service. As an action, you can conjure one creature of your choice of the same creature type as your Archon Form with a CR of 6 or lower.
This creature appears in an unoccupied space you choose within 30 feet, and remains for 1 hour or until it is destroyed.
It obeys your commands completely and will not harm you or your allies. In combat is shares your turn, and will do all it can to obey your commands that don't violate its nature.
Once you use this feature you must finish a long rest before you can call another such creature to your aid.
Primordial Bulwark
Prerequisites: 18th-level Vessel, Opalescent Armor
You draw out the true primordial fortitude of the Spirit bound within you. Your Archon Form gains resistance to all damage except for force, psychic, and radiant damage.
As a bonus action, you can harden your Archon Form, and until the start of your next turn, whenever you take damage you reduce it by your constitution modifier + proficiency bonus (minimum of 1).

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