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  • 1The Vessels (Hollow Knight version)
    • 1.2Class Features
    • 1.5Charms

'Nail' is the term used to describe the bladed weapons wielded by several enemies, NPCs, and bosses in Hallownest, including The Knight. The Nailsmith in the City of Tears can upgrade the Knight's Nail up to 4 times if given enough Geo and Pale Ore, which will increase the damage of melee strikes. The charms Fragile Strength/ Unbreakable Strength and Fury of the Fallen will also increase Nail.

The Vessels (Hollow Knight version)[edit]

Born of God and Void, Vessels are meant to be the last resort that a powerful king can muster, becoming a pure vessel requires having No mind to think, No will to break, and no voice to cry suffering. A Vessel that has mastered the way of the nail and soul is known as The Hollow Knight.


The Vessels are both a class and a race. Vessels all look very similar (see below for image of basic vessel) but they all have different types of horns. The Vessels are extremely rare, they are very unlikely to ever see another one of their own kind (that is still alive). All vessels are True neutral by Nature and are mute. They are all gender-less and their age is impossible to determine, so it is also unknown at what age they would naturally die. Vessels can understand Abyssal, Common, and Celestial, with Abyssal as their first language. Most vessels are about 2 foot 8 inches tall (not including their horn length) and are very light. Although Vessels have very low intelligence, their low intelligence does not mean that they act like mindless beasts, it is just that they don't have a mind to think for themselves, they will usually follow any sense of duty that they seem to have or just follow what their party does without question. Vessels are also quite weak at early levels, but in time they can grow to become very powerful.

Creating a Vessel (Class + Race)[edit]

A Vessel wielding their Nail


Note Before Build

Since the Vessels are both a class and a race, any vessel that is born must immediately start with the vessel class. No other race except for Vessels can become the Vessel class.

Vessel race Bonuses (and drawbacks)

Natural Shell (AC = 10 + Dexterity Modifier + Wisdom Modifier) (Minimum AC of 15)

Dexterity: +2

Wisdom: +1

Intelligence: - 2

Note: VESSELS CANNOT USE SHIELDS

Quick Build

You can make a Vessel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom as the second highest. Second, Intelligence should be your lowest ability score, followed by Strength as the second lowest. Third, choose the Hermit background.

Size

All Vessels are born quite small but some can potentially grow to monstrous sizes. If a vessel is one that will increase in size, then at Levels 1-10 your size is small, 11-15 it is medium, and 16-20 your size is large.

Speed

Vessels are extremely quick and agile, so even at small size their speed 35 ft. If the vessel becomes large based at higher levels, it's speed will become 40 ft.

Darkvision

Because of the dark depths of the caverns that they were born in, all vessels have basic darkvision.

Alignment

Vessels have no mind to think, no will to break, and no voice to cry suffering. They will start at True Neutral and can change based on the party's alignments, instilling it with an idea and strengthening its bond with the party. An alignment choice of Good (+1y), Evil(-1y), Lawful(-1x), or Chaotic(+1x) can influence a Vessel. You can sum the results every time you level and change your alignment based on the numbers, 0 is neutral. This is just a suggestion do what you feel is fitting.

Languages

You can read, write, and understand Abyssal, Common and Celestial. However you cannot speak these languages, as all vessels are mute.

Class Features

As a Vessel you gain the following class features.

Hit Points

Hit Dice: 1d8 per Vessel level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vessel level after 1st

Proficiencies

Armor: Natural Armor
Weapons: Simple weapons + Shortswords
Tools: {{{tools}}}
Saving Throws: Dexterity, Wisdom
Skills: Pick two from acrobatics, insight, perception, sleight of hand, stealth, and survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Your Nail (Description Below)
  • (a) explorer's pack or (b) burglar's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Vessel

LevelProficiency
Bonus
FeaturesNotchesFocus Healing
1st+2Nail, Soul, Focus-1d6
2nd+2Notches, Charms31d6
3rd+2Path Feature, Shade31d8
4th+2Ability Score Improvement, Mothwing Cloak41d8
5th+3Spells42d8
6th+352d8
7th+3Path Feature, Extra Soul52d8
8th+3Ability Score Improvement62d8
9th+4Monarch Wings62d8
10th+4Dream Nail, Advanced Spells73d8
11th+4Isma's Tear73d8
12th+4Ability Score Improvement83d8
13th+5Shade Cloak83d8
14th+5Path Feature93d8
15th+594d8
16th+5Ability Score Improvement104d8
17th+6Extra Soul104d8
18th+6Salubra's Blessing114d8
19th+6Ability Score Improvement114d8
20th+6Void Heart115d8

Nail[edit]

At 1st level you gain a spiritual weapon known as a Nail. It is a one handed light finesse weapon which deals 1d6 slashing damage. It is bound to you and as a reaction you may summon it to your hand. If the Nail is broken, you can spend a short rest focusing your Soul to forge a new one. Additionally, any magical dagger, rapier, sword, spear, lance, pike, or Nail you find can be deconstructed by attuning to it and it's enchantment transferred to your Nail; you may only have 1 enchantment, adding a new one will destroy the original.

Soul[edit]

At 1st level you have access to a pool of magical energy known as Soul. With this you may cast special spells which only a vessel knows. You have a total of 99 Soul, at level 7 you gain an additional pool of 33 Soul, and another at level 17. To regain more Soul, you must land a hit on an enemy using your Nail, doing this restores 6 Soul. Restoring soul this way can only be done once per turn, even if you attacked twice with your nail in one turn. Your Soul is not restored during a short or long rest, however it is fully restored when you level up.

Focus[edit]

At level 1 you know the special spell Focus. To use this ability you use 33 Soul and take an action to heal yourself a certain amount of hit Points depending on your level (found in chart above). Once you use this you cannot move until the end of your next turn.

Notches[edit]

Beginning at 2nd level you gain access to boons known as Charms. Each Charm takes up a certain amount of Notches, you can exceed your maximum amount of Notches in Charm cost but in doing so, all damage you take is doubled. Additionally, the moment you equip a charm that exceeds the number of notches you currently have, you cannot equip any more charms. The list of all Charms and when you acquire them can be found at the bottom of the page.

A Path to Choose[edit]

At 3rd level, you chose a Path. Choose between the Path of the Shaman and Path of the Nailmaster, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 14th level. Each path also has a few charms that are exclusive to only that path.

Shade[edit]

Beginning at level 3, once per long rest the moment your hit points reach 0 you gain 10 + (your level * 1.5) temporary hit points. When this happens an avatar of death known as your Shade forms 5 feet away from you. The shade has some slight differences to the avatar of death as stated below. When the Shade is summoned you lose all soul energy that you currently have. The Shade will attack no creature but you. Other creatures can attack the Shade but only you can reduce its hit points to 0. If you lose your regained temporary hit points before the Shade is slain it will fade away and you will role your death saves as normal. If the Shade is slain, then any remaining temporary hit points you have is turned into regular hit points and you regain all of your lost soul energy.

Note: While you are in the state of having only temporary hit points, healing potions and spells will not work on you.

Differences between Shade and Avatar of Death are as follows:

Mothwing Cloak[edit]

At level 4 you gain access to the Mothwing Cloak. At the beginning of your turn, you may choose to use this to rush 5 feet in any horizontal direction in a burst of speed. You can also use this ability as a reaction. If you are in combat and decide to use this to get away from an enemy, they will have disadvantage on their attack of opportunity. After this action is taken your turn will start as it would normally.

Spells[edit]

At level 5 you gain access to 3 spells, they are as follow:

(Spell save DC = 8 + your proficiency bonus + your Wisdom modifier)

Vengeful Spirit

Using 33 Soul as an action, you unleash a powerful blast of soul energy. It flies forward up to 50 feet and dissipates after coming in to contact with an object or creature. Make a ranged spell attack against the first creature within a 50 foot long by 5 foot wide line. A creature takes 3d8 + your wisdom modifier radiant damage and 1d8 force damage. Any medium or smaller sized creature that is hit by this is forced back 5 feet.

Desolate Dive

Using 33 Soul as an action you concentrate Soul energy into your fist and slam it into the ground, any creature in a 10 foot radius must make a Dexterity saving throw. A creature takes 5d6 + your wisdom modifier bludgeoning damage on a failed save and half as much on a successful one.

Howling Wraiths

Using 33 Soul as an action you let out a cry which sends out Soul energy in a 15 foot cone. Any creature within this cone must make a Constitution saving throw. A creature takes 4d8 + your wisdom modifier thunder damage on a failed save and half as much on a successful one.

Monarch Wings[edit]

At level 9 you gain access to the Monarch Wings. These wings of ethereal matter can allow you to make one additional jump while airborne.

Advanced Spells[edit]

At level 10 you gain access to more advanced spells:

(Spell save DC = 8 + your proficiency bonus + your Wisdom modifier)

Shade Soul

At level 10 Vengeful Spirit is upgraded to Shade Soul, therefore replacing it. Using 33 Soul as an Action, you unleash a powerful blast of soul energy. It flies forward up to 100 feet and passes through all creatures and objects before dissipating. Any creature in a 100 foot long by 5 foot wide line must make a Dexterity saving throw. A creature takes 5d8 + your wisdom modifier necrotic damage and 2d8 force damage on a failed save and half as much on a successful one. Any medium or smaller sized creature that is hit by this is forced back 5 feet.

Descending Dark

At level 10 Desolate Dive is upgraded to Descending Dark, therefore replacing it. Using 33 Soul as an Action, you concentrate Soul energy into your fist and slam it into the ground. You are now invulnerable while performing this action. Any creature in a 20 foot radius must make a dexterity saving throw. A creature takes 6d6 + your wisdom modifier bludgeoning damage and 3d6 necrotic damage on a failed save and half as much on a successful one.

Abyss Shriek

At level 10 Howling Wraiths is upgraded to Abyss Shriek, therefore replacing it. Using 33 Soul as an Action, you emit a cry which sends out Soul Energy in a 20 foot cone in front of you. Any creature within this cone must make a constitution saving throw. A creature takes 5d8 + your wisdom modifier thunder damage and 2d8 necrotic damage on a failed save and half as much on a successful one.

Dream Nail[edit]

At level 10 you gain the power of summon a Nail made of dream essence, this requires 1 turn to charge before use. This Nail deals no damage but may be used to cause certain effects.

  • Dream Strider

Using the nail on a living creature lets you cast detect thoughts once per short rest.

  • Extract Dream

Using it on a dead body lets you cast speak with dead once per short rest.

  • Dreamgate

At level 13 you can charge your Dream Nail and thrust it into the ground causing a glowing mark to appear on the ground, once you've done this you can charge your Dream Nail and raise it into the air to use teleportation circle once per short or long rest to teleport back to the mark you left on the ground.

How Much Dmg Is Unupgraded Nail Hollow Knight Good

Isma's Tear[edit]

At 11th level you acquire the acid repelling Isma's Tear. This grants you an immunity to all acid damage.

Shade Cloak[edit]

At level 13 you gain access to the Shade Cloak, a direct upgrade to the Mothwing cloak. At the beginning of your turn, you may choose to use this to rush 5 feet in any horizontal direction in a burst of speed. During this burst you and anything you are wearing and carrying will be completely invulnerable and intangible, passing through all creatures and objects. This intangibility cannot let you pass through any physical terrain or structures however. You can also use this ability as a reaction. After using the Shade cloak it will regress to the Mothwing cloak for a turn. You cannot choose to use the Mothwing cloak instead of the Shade cloak if the Shade cloak can be used. After this action is taken your turn will start as it would normally.

Salubra’s Blessing[edit]

At 18th level you acquire Salubra’s Blessing. This blessing makes it so that whenever you take a short or long rest, you will restore all your hit points to maximum and completely fill you soul container to it’s current maximum capacity. The blessing will only take effect if the rest is completed without interruption.

Void Heart[edit]

At 20th level the Void Heart manifests within yourself, unifying the void under your will. This makes your shade non-hostile. Your shade will now no longer attack you and now just requires one simple strike of your nail to defeat it. You will not have to roll to hit for this strike. Additionally, all Shadow creatures become completely non-hostile towards you (even if you attack them) and will bend to your will, obeying any command you give them. You also gain an immunity to all necrotic damage.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.

Path of the Shaman[edit]

Vessels that traverse the Path of the Shaman will dedicate their focus to unraveling the mysteries of the Soul Energy that they seem to be able to absorb. Solving these mysteries will eventually lead to a mastery of Soul Energy, allowing the vessel to wield and absorb large quantities of the energy and weaponize it to great effect.

Soul Warrior

At level 3 your Nail upgrades to the channeled nail and now deals 1d8 slashing damage. At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, at 9th level you are able to gain an additional 2 soul every time you land an attack with your nail.

Shamanic Sense

At Level 7 your continuous exposure to Soul energy allows you to detect the Soul energy of any creature within 30 feet of yourself. Essentially giving yourself a sonar. If you stand still and concentrate, you can double the range of your sense, however the range goes back to 30 feet once you start moving or stop concentrating. At level 12 concentrating will triple the range.

Soul Drain

At level 14 your mastery of Soul Manipulation allows you to drain 2 soul energy from each creature that is hit by a spell. Additionally, your maximum soul capacity increases by 33.

Path of the Nailmaster[edit]

Vessels that go down this path will dedicate their training to mastering the weapon that has kept them safe for their entire lives, their nail. Vessels that become Nailmasters wield their nail with extreme grace and precision, to the point where it looks like they are rhythmically flitting around the battlefield cutting down their enemies.

Nail Warrior

At level 3 your Nail upgrades to the channeled nail and now deals 1d8 slashing damage. At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, at level 9 your nail is upgraded to the coiled nail and now deals 1d12 slashing damage. Finally, at level 17 your nail is upgraded to the pure nail and deals 2d10 slashing damage.

Nailmaster’s Honor

Starting at 7th level your training to become a Nailmaster has instilled a strong sense of honor and a strong desire to defend your allies within yourself. When an ally gets struck with a killing/incapacitating blow, you can use your reaction to take the damage instead of them if they are within 5 feet.

Nail Arts

Beginning at level 14 you gain access to powerful attacks which you can use with your Nail known as Nail Arts. You use your action to charge up your Nail with energy and unleash a powerful attack on the next turn, maintaining the charge until your next turn requires concentration. Successfully landing an attack with a nail art will only restore 6 soul (or more if certain charms are equipped) no matter how many enemies are hit by the nail art. Attacking with your nail or any other weapon before your next turn will fail to fully charge the attack. You may choose to use a spell as a bonus action if you take the charge action, however if you choose to do this you will have disadvantage on your concentration check if you are hit by an attack.

  • Cyclone Slash

Once fully charged you can use the attack action to release the energy, causing you to spin in place several times. All creatures within 10 feet of you must make a Dexterity saving throw. A creature takes 6d8 slashing damage on a failed save and half as much on a successful one.

  • Dash Slash

Once fully charged you dash using the Shade cloak if it is available or the Mothwing cloak (shade cloak must be used if it is available) and release a burst of energy from your nail in a semicircle in front of you with a 15 foot radius. Any creature in the semicircle must make a Dexterity saving throw. A creature takes 6d8 slashing damage on a failed save and half as much on a successful one.

  • Great Slash

Once fully charged you can use the attack action to unleash a powerful attack. Make an attack roll against a creature within 10 feet of you. If the attack lands, the targeted creature takes 6d8 slashing damage and any creature adjacent to the targeted creature takes half as much damage..

Charms[edit]

Charms are equippable abilities you gain over time. Charms can only be changed during a short or long rest.

1st level Charms[edit]

These charms are acquired when you reach Vessel level 2

Gathering Swarm

Notch Cost: 1

A small swarm of glowing bugs will appear if there is any loose change in the area and collect the change and bring it to you.

Soul Catcher

Notch Cost: 2

Increases the amount of soul you regain when striking a creature with your nail by 2

Wayward Compass

Notch Cost: 1

Shows your current location on any map that you are holding.

2nd level Charms[edit]

These charms are acquired when you acquire Vessel Level 4

Lifeblood heart

Notch Cost: 2

Grants you an extra hit die whenever you take a short rest. If you don't use this hit die it will not be able to be saved for later.

Thorns of Agony

Notch Cost: 2

Whenever you take damage, thorns shoot out from your body and damage any creature adjacent to you for 1d6 piercing damage.

Spore Shroom

Notch Cost: 2

Whenever you take the focus action, you emit a cloud of spores in a 5 foot radius around you that lingers for 3 turns. Any creature (excluding you) that ends their turn within the cloud takes 1d4 poison damage. When this charm is equipped you gain the ability to communicate telepathically with any sentient fungi-like beings and understand any written or spoken language made by those beings.

3rd level Charms[edit]

These charms are acquired when you acquire Vessel level 6

Nail
Sprintmaster

Notch Cost: 1

Increases your speed by 1.25x (round down to the nearest multiple of 5 after calculating)

Shape of Unn

Notch Cost: 1

Allows you to move around at a speed of 15 feet while using the focus action.

Fury of the Fallen

Notch Cost: 2

If the combination of your current hit points and temporary hit points is equal to or less than 8, damage dealt by your nail is multiplied by 2.

4th level charms[edit]

These charms are acquired when you reach vessel level 8

Heavy Blow

Notch Cost: 2

At the end of your turn if you decided to take the attack action with your nail, the creature hit by your nail will be forced back 5 feet. If the creature forced back collides with another creature, both creatures take 1d4 bludgeoning damage. If the creature forced back collides with a structure they will also take 1d4 bludgeoning damage.

Steady Body

Notch Cost: 1

Whenever you are about to be knocked prone for any reason, make a dexterity saving throw. If you roll an 10 or higher you will not become prone.

Lifeblood Core

Notch Cost: 2

Grants you 2 extra hit dice whenever you take a short rest. If you don't use these hit dice they will not be able to be saved for later.

5th level Charms[edit]

These charms are acquired when you reach vessel level 10

Dream Wielder

Notch Cost: 1

No charge action is required to use your dream nail.

Deep Focus

Notch Cost: 3

The focus action now takes 2 turns to perform, but healing effects are doubled. If you are struck by an attack while you are focusing you must make a concentration check to see if you can maintain the focus.

Grubsong

Notch Cost: 2

Restores 2 soul whenever you take damage from an attack.

6th level Charms[edit]

These charms are acquired when you reach vessel level 12

Carefree Melody

Notch Cost: 3

Every other turn, when you would normally be damaged by an attack, roll a d20. If you roll a 10 or higher you will not be harmed by this attack.

Soul Eater
How Much Dmg Is Unupgraded Nail Hollow Knight

Notch Cost: 3

(This charm is exclusive to Path of the Shaman)

Increases the amount of soul you regain when striking a creature with your nail by 4

Grubberfly's Elegy

Notch Cost: 3

(This charm is exclusive to Path of the Nailmaster)

While you are at maximum health, you will shoot a burning hot, wave-like beam from your nail every time you swing it. This beam is 5 feet wide and travels 30 feet in the direction you swung your nail before dissipating. The beam will also dissipate once it comes into contact with any creature or object. When firing the beam at an enemy from a distance it is treated as a normal attack and you will need to roll to hit. Creatures hit by the beam will take fire damage equal to half of your nail's damage. If you are adjacent to a creature and land a normal hit with your nail, the beam's damage will be added to the attack damage. This charm will not activate for nail arts, only a regular attack. If the charm Fury of the Fallen is equipped, this charm's effects will re-activate when the combination of your current hit points and temporary hit points is equal to or less than 8 and the damage boost from Fury of the Fallen also applies to the beam's damage.

7th level charms[edit]

These charms are acquired when you reach vessel level 14

How Much Dmg Is Unupgraded Nail Hollow Knight Made

Sharp Shadow

Notch Cost: 2

The amount of distance you burst forward when using the shade cloak is doubled. If you pass through a creature using the shade cloak while this charm is equipped, that creature takes 1d8 piercing damage.

Nailmaster's Glory

Notch Cost: 2

(This charm is exclusive to Path of the Nailmaster)

If you are struck while charging to use a nail art, roll with advantage on your concentration check. Using spells while charging and while this charm is equipped will no longer give you disadvantage on your concentration check, however you will not have advantage if you use a spell while charging.

Shaman Stone

Notch Cost: 3

(This charm is exclusive to Path of the Shaman)

Adds an extra 2d8 damage to all of your spells primary damage types (Necrotic damage for Shade Shade Soul, Bludgeoning damage for Descending Dark, and Thunder damage for Abyss Shriek)

Multiclassing[edit]

How Much Dmg Is Unupgraded Nail Hollow Knight 2017

The Vessel class can not be MultiClassed in to, as it is a race-specific class only given to the vessel race and every vessel is born into the class.


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