# Vessel *Source: LaserLlama: Vessel p. 1* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='8'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Cantrips Known</th><th class="value">Spells Known</th><th class="value">Spell Slots</th><th class="value">Slot Level</th><th class="value"><a href="/3-Mechanics/CLI/lists/list-optfeaturetype-ll-ua.md">Unsealed Aspects</a></th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Spirit Mantle (Level 1)' class='internal-link'>Spirit Mantle</a>, <a href='#Unsealed Aspects (Level 1)' class='internal-link'>Unsealed Aspects</a></td><td class="value">⏤</td><td class="value">⏤</td><td class="value">⏤</td><td class="value">⏤</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Vessel Magic (Level 2)' class='internal-link'>Vessel Magic</a></td><td class="value">2</td><td class="value">2</td><td class="value">2</td><td class="value">1st</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Archon Form (Level 3)' class='internal-link'>Archon Form</a></td><td class="value">2</td><td class="value">3</td><td class="value">2</td><td class="value">1st</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">3</td><td class="value">2</td><td class="value">1st</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td><td class="value">3</td><td class="value">4</td><td class="value">2</td><td class="value">2nd</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Sealed Spirit Feature (Level 6)' class='internal-link'>Sealed Spirit Feature</a></td><td class="value">3</td><td class="value">4</td><td class="value">2</td><td class="value">2nd</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Controlled Transformation (Level 7)' class='internal-link'>Controlled Transformation</a></td><td class="value">3</td><td class="value">5</td><td class="value">2</td><td class="value">2nd</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">5</td><td class="value">2</td><td class="value">2nd</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td><td class="value">3</td><td class="value">6</td><td class="value">2</td><td class="value">3rd</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Twin Consciousness (Level 10)' class='internal-link'>Twin Consciousness</a></td><td class="value">4</td><td class="value">6</td><td class="value">2</td><td class="value">3rd</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Unchained Power (Level 11)' class='internal-link'>Unchained Power</a></td><td class="value">4</td><td class="value">7</td><td class="value">3</td><td class="value">3rd</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">7</td><td class="value">3</td><td class="value">3rd</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td><td class="value">4</td><td class="value">8</td><td class="value">3</td><td class="value">4th</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Sealed Spirit Feature (Level 14)' class='internal-link'>Sealed Spirit Feature</a></td><td class="value">4</td><td class="value">8</td><td class="value">3</td><td class="value">4th</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td><td class="value">4</td><td class="value">9</td><td class="value">3</td><td class="value">4th</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">9</td><td class="value">3</td><td class="value">4th</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td><td class="value">4</td><td class="value">10</td><td class="value">4</td><td class="value">5th</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Sealed Spirit Feature (Level 18)' class='internal-link'>Sealed Spirit Feature</a></td><td class="value">4</td><td class="value">10</td><td class="value">4</td><td class="value">5th</td><td class="value">8</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">11</td><td class="value">4</td><td class="value">5th</td><td class="value">8</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Twin Soul (Level 20)' class='internal-link'>Twin Soul</a></td><td class="value">4</td><td class="value">11</td><td class="value">4</td><td class="value">5th</td><td class="value">8</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d10 per Vessel level - **Hit Points at First Level:** 10 + CON - **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1) ## Starting Vessel - **Saving Throw Proficiencies**: Charisma, Constitution - **Skill Proficiencies**: *Choose 2:* Acrobatics, Athletics, Insight, Intimidation, Perception, Religion, or Survival - **Weapon Proficiencies**: Simple weapons, scimitars, and shortswords - **Armor Training**: Light armor **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) a scimitar or (b) two daggers - (a) a simple weapon or (b) a shortbow and 20 arrows - (a) an explorer's pack or (b) a priest's pack - leather armor and a quarterstaff ## Multiclassing Vessel **Ability Score Minimum:** Charisma 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Weapon Proficiencies**: Simple weapons - **Armor Training**: Light armor ## Class Features ### 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 that marks a dramatic change in your appearance. While the Mantle is active, you gain the following features: ### Iridescent Strikes (Level 1) Whenever you make an unarmed strike you can cloak your attack in spiritual power. When you do so, you use Charisma, in place of Strength, for attack and damage rolls, its damage type changes to radiant, and its damage die becomes a d6. The damage die of these strikes increases at certain Vessel levels: 5th level (`dice:1d8|noform|noparens|avg` (`d8`)), 11th level (`dice:1d10|noform|noparens|avg` (`d10`)), and 17th level (`dice:1d12|noform|noparens|avg` (`d12`)). Also, whenever you take the Attack action, you can make one unarmed Iridescent Strike as a bonus action. ### Spiritual Defense (Level 1) So long as you are not wearing armor or wielding a shield spiritual power wards you and your Armor Class equals 10 + your Constitution modifier + your Charisma modifier. ### Unsealed Aspects (Level 1) You have learned to channel Aspects of your Spirit's power. At 1st level, you gain two Unsealed Aspects 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, which can be found at the end of this class description. You learn another Vessel Cantrip at 4th and 10th levels. #### 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. <span class='abilityDc'>**Spell save DC**: Charisma + Proficiency Bonus</span> <span class='abilityAttackMod'>**Spell attack modifier**: Charisma + Proficiency Bonus</span> #### Spellcasting Focus Your body is the spellcasting focus for your Vessel 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 by a spell or have a gold cost. ### Archon Form (Level 3) Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places. 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 to your normal form if you are incapacitated, or use a bonus action on your turn to do so. While in your Archon Form, the following rules apply: - Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two. - Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC. - When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert. - You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic. - When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends. You can transform into your 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. ### 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) You have gained a measure of control over your Sealed Spirit. Starting at 7th level, you can transform into Archon Form two times between each short or long rest, and you only revert to your normal form early if you are reduced to 0 hit points, or if you use your bonus action to end the transformation. 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. ### Twin Consciousness (Level 10) Starting at 10th level, your Sealed Spirit lends you its mental abilities. When 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, possibly turning your failure into a success. 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. ### Unchained Power (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 Vessel Spell you know as part of your transformation without expending a spell slot. The spell must have a casting time of one action, or one bonus action. If you are this spell's only target and its duration is longer than instantaneous, it lasts as long as your transformation, and your concentration cannot be broken by taking damage. ### 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. ### Sealed Spirit Feature (Level 14) At 14th 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. ### 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 18) At 18th level, you gain a feature granted by your Sealed Spirit. ### Twin Soul (Level 20) You and the Spirit bound to your soul merge and become an entirely new and distinct creature. Upon reaching 20th level, your Archon Form transformation lasts indefinitely and only ends if you are killed or if you use a bonus action to end it. ## Optional Features > [!example]- Optional Features: Unsealed Aspect > ![Unsealed Aspect](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-ua.md#Unsealed%20Aspect) ^list-optfeature-ll-ua