Effigy

Somewhere between life and death she walks. An Effigy is an apparition that wears a living body like a well-loved mask: guide, judge, and balm. She speaks with the departed, lays restless souls to rest, and stands at doorways where the living and the dead brush each other. She is sorrow and solace, a hand extended to let a soul fall or to pull it back for one last comfort.

Class Features

Hit Die d8
Primary Ability Wisdom, Charisma
Saving Throws Wisdom, Constitution

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Longsword, Shortsword
Tools None
Skills Choose two from Insight, Medicine, Religion, Persuasion, Deception, and Perception

Starting Equipment

• A simple weapon and shield or two simple weapons
• Leather armor or scale mail
• A holy or funerary symbol, a set of common clothes, and a pouch containing 10 gp

Class Resources

Remnants 6 (Short or Long Rest (regain all). Maximum increases by +1 at levels 6, 10, and 14.)

Class Abilities

Martial Abilities

Resource Remnants
Ethereal Step
Bonus Action 1 Remnant Level 1

A quick slip into the boundary. As a bonus action you can spend 1 Remnant to teleport up to 30 feet to an unoccupied space you can see. If you move through a creature you may end adjacent and force a Wisdom save or the creature is unsettled (disadvantage on the next attack vs non-hostile targets).

Movement Effect
Conditions: Unsettled (disadvantage on next hostile action vs others)
Duration: Until end of target's next turn
Requiem Strike
Weapon Attack 1 Remnant Level 1

When you hit with a weapon attack you can spend 1 Remnant to deal an extra 1d8 necrotic damage and force the target to make a Wisdom save or be haunted (disadvantage on stealth and perception checks) for 1 minute. On a successful charm/soothe later, the haunt ends and the target gains consolation (healing).

Prerequisites:

Melee or ranged weapon attack

Damage Effect
Saving Throw: Wisdom
Damage: 1d8 necrotic (Increases to 2d8 at 11th level, 3d8 at 17th level)
Conditions: Haunted
Duration: 1 minute
Soulbind Lash
Action 2 Remnants Level 2

You can lash a creature's soul to a nearby object or ally briefly. Spend 2 Remnants to force the target to make a Wisdom save or be restrained ethereally (physically can move but suffers -2 AC and -2 to attack rolls) for 1 round. On a success the target is merely hindered (speed halved) for 1 round.

Control Effect
Saving Throw: Wisdom
Conditions: Restrained (ethereal) or slowed
Duration: 1 round
Death's Bargain
Action 2 Remnants Level 4

As an action you may speak a negotiating phrase to a frightened or dying creature. Spend 2 Remnants to compel the creature (Charisma save negates) to answer up to three simple questions truthfully or to accept a bargain (e.g., reveal how they died). Using this on an undead forces it to reveal its creator if it fails.

Utility Effect
Saving Throw: Charisma
Conditions: Compelled truthfulness
Duration: Immediate
Boon of Passage
Bonus Action 1 or 3 Remnants Level 5

As a bonus action you may spend 1 Remnant to grant an ally within 30 feet advantage on one saving throw or death saving throw. Spend 3 Remnants to instead fully restore an ally at 0 HP to 1d8 + your Effigy level HP and stabilize.

Buff Effect
Conditions: Advantage on saving throw
Duration: Until used
Chain of Regret
Action 2 Remnants Level 7

Spend 2 Remnants as an action to reach out a chain of pale light to a target within 60 feet. The chain pulls the target 10 feet toward you and deals 2d6 psychic damage; on a failed Wisdom save the target is also afflicted with remorse (-2 to attack rolls against non-allies for 1 minute).

Damage Effect
Saving Throw: Wisdom
Damage: 2d6 psychic (2d8 at 11th, 3d8 at 17th)
Conditions: Pulled 10 feet and remorse
Duration: 1 minute (remorse)
Harrowing Counsel
Bonus Action 1 Remnant Level 8

You may spend 1 Remnant to grant an ally within 30 feet a prophetic hint: they gain a +2 bonus to attack rolls, saving throws, or skill checks of their choice for one minute. At higher levels this bonus increases (+3 at 11th, +4 at 17th).

Buff Effect
Duration: 1 minute

Transformations

Liminal Form
Up to 10 minutes 3 Remnants Level 11

Short-term incorporeal transformation that grants resistances, movement through objects, and necrotic touch as described in Liminal Embrace. While in this form you incur minor drawbacks in sunlight (disadvantage on Charisma checks in bright sunlight unless you spend 1 Remnant to cloak yourself).

Changes:

Resistance to nonmagical bludgeoning/piercing/slashing, Move through creatures and objects, +1d6 necrotic on touch attacks, Immune to disease and poison

Special Actions:

Ethereal attacks that bypass physical defenses

Limitations:

Drawn to sites of great death, Disadvantage on Charisma checks in bright sunlight unless cloaked

Veilwalker (short)
Instantaneous (brief passage) 2 Remnants Level 14

A limited ethereal mastery used to step between planes for a moment — you and up to two willing creatures within 5 feet can become incorporeal and pass through a barrier 5 feet thick. You return at the end of your next turn. Costs 2 Remnants.

Changes:

Short ethereal travel for up to 3 creatures

Special Actions:

Pass through barriers

Limitations:

Return after one turn, Cannot take creatures that are unwilling

Ferryman's Shroud
1 minute 3 Remnants Level 17

You cloak an ally in a shroud that lets them ignore one death effect (such as death magic or soul trap) within the next minute. Costs 3 Remnants.

Changes:

Ignore one death-altering effect

Limitations:

Single-use protection

Auras

Aura of Passage
10-foot radius (extendable to 30 feet for 1 Remnant) Optional 1 Remnant to extend Level 15

Comforting, pallid aura that grants allies advantage on Insight checks to soothe the dying, and grants temp HP on deaths nearby. (See feature.)

Effect:

Buffs allies' social rolls vs spirits and grants temporary HP triggers on deaths

Activation:

Bonus Action

This aura can be toggled on or off.

Ward of Quiet
Up to 20-foot radius (when created) 1 Remnant per ward Level 9

A standing protective aura created as a ward (see Spirit Ward). Undead are repelled or harmed when entering the aura.

Effect:

Prevents or repels undead, damages lingering undead

Activation:

1 hour ritual (1 Remnant)

Companions

Guide Wisp
Fey/Spirit
Level 3

A small floating orb of pale light that guides souls and scouts. It is curious and helpful rather than combative.

Statistics:
HP 1d6 + Effigy level (scales)
AC 12
STR 4
DEX 16
CON 10
INT 10
WIS 14
CHA 12
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Perception + proficiency

Senses:

Darkvision 60 ft.

Features:

Guiding Light: grants advantage on checks to find spirits, Scout: can fly and report sights, Soothing Glow: as an action can grant an ally within 10 feet 1d6 temp HP

Commands:

Follow, Scout, Comfort (grant temp HP), Deliver Message (short)

Scaling:

Level 6: HP increases by one extra die; Soothing Glow becomes 2d6

Level 14: Grants advantage on one spirit-interaction check per short rest

Spectral Hound
Spirit
Level 3

A pale, wolf-like guardian that can sense clinging souls and hunt incorporeal prey.

Statistics:
HP 2d8 + Effigy level (scales)
AC 13
STR 14
DEX 14
CON 12
INT 6
WIS 12
CHA 8
Speed:
Walk 40 ft.
Skills:

Perception + proficiency

Senses:

Darkvision 60 ft., scent

Features:

Ethereal Chase: moves through objects to pursue incorporeal creatures, Bite of Passing: bite deals 1d8 + Effigy level necrotic damage when used with Grave Mark, Hunt Sense: advantage on checks to track undead or spirits

Commands:

Attack, Track, Guard, Sniff out spirits

Scaling:

Level 6: Bite damage increases; HP increases

Level 14: Gains a howl that frightens lesser undead once per short rest

Class Features

Liminal Presence (Level 1)

You straddle the veil. You can spend 1 Remnant to become incorporeal (as the Etherealness effect limited to the Material Plane boundary) for up to 1 minute. While incorporeal you can move through creatures and objects as if they were difficult terrain; you take 1d6 force damage if you end your turn inside a solid object. You may end the effect early. Additionally, when you would be surprised you may spend 1 Remnant to automatically become aware and avoid the first attack or effect that would have surprised you.

Resource Cost: 1 Remnant

Remnants (Level 1)

You draw on pieces of lingering sorrow and unfinished business. You have a pool of Remnants (charges) you can spend to fuel many Effigy abilities. At 1st level you have 4 Remnants. You regain all Remnants on a short or long rest. Some features expend multiple Remnants. At higher levels your maximum Remnants increases by +1 at levels 6, 10, and 14.

Whispering Tongue (Level 1)

You may converse with spirits and the recently dead. You can cast Speak with Dead as a ritual without material components, and you can cast it using Remnants as a bonus action (1 Remnant). You add your Effigy level to the duration (in minutes) of any spirits you summon or call and can ask questions even to bound or unwilling spirits; unwilling spirits may resist with a Charisma saving throw against your save DC.

Resource Cost: 1 Remnant (bonus action) or ritual

Undertaker's Mercy (Level 2)

You have a soothing touch. As an action you can spend 1 Remnant to stabilize a creature and grant it temporary hit points equal to 1d8 + your Wisdom modifier, or you can spend 2 Remnants to restore 2d8 + your Wisdom modifier hit points to a creature that is dying (bringing it to 1 hit point if it would otherwise remain at 0). You can use this feature a number of times equal to your Wisdom modifier (minimum once) between long rests.

Resource Cost: 1 or 2 Remnants

Spectral Companion (Level 3)

You may call a guiding spirit to walk beside you. Choose a form (Guide Wisp or Spectral Hound). The companion acts on your initiative, follows simple commands, and uses its own stat block (below). The companion lasts until dismissed, reduced to 0 HP, or you call another. You can have only one companion at a time. At level 6 the companion's HP and damage improve; at 14 it gains a special feature.

Grave Mark (Level 3)

When you or your companion strikes a creature you may spend 1 Remnant to mark it with the Grave Mark (a visible sigil). The mark lasts 1 minute. If the marked creature dies while the mark remains, the killer (not necessarily you) regains hit points equal to 1d6 + your Effigy level and you regain a Remnant. If a marked creature would be turned into an undead, you may spend 2 Remnants to attempt to bind its soul; the creature instead immediately dissolves into harmless ash and its soul passes on, preventing an undead creation (no save).

Resource Cost: 1 Remnant (mark) or 2 Remnants (binding)

Dirge of Letting Go (Level 5)

As an action you can sing or speak a short dirge. All creatures of your choice in a 30-foot radius must succeed on a Wisdom saving throw against your Effigy DC or be calmed: frightened and hostile creatures have disadvantage on attack rolls against creatures other than you for 1 minute; mortals at 0 HP stabilize automatically and undead in the area make a Charisma saving throw or be slowed (half speed and -2 to attack rolls) for 1 minute. Casting this costs 2 Remnants.

Resource Cost: 2 Remnants

Touch of Passing (Level 6)

You grow adept at helping souls move on. When you use a spell or ability that would normally create a short-term spiritual bond (such as speak with dead or a spirit binding), you may spend 1 Remnant to also grant any willing creatures in the area advantage on Death saving throws for 1 minute and +1 to saving throw DCs against necrotic effects for the same duration.

Resource Cost: 1 Remnant

Apostle of Passing (Level 7)

When a creature within 30 feet dies, you may use your reaction to spend 1 Remnant and either (a) grant up to one creature of your choice within 30 feet temporary hit points equal to your Effigy level, or (b) allow an ally to immediately make one weapon attack as a reaction. At level 14 this reaction does not cost a Remnant once per short rest.

Resource Cost: 1 Remnant (reaction)

Spirit Ward (Level 9)

You can make wards that keep restless spirits from overwhelming towns or tombs. Creating a ward takes 1 hour and consumes 1 Remnant. The ward lasts 24 hours per Effigy level and prevents undead from entering the area or forces them to flee if inside (Charisma save to remain). You may maintain a number of active wards equal to your Wisdom modifier.

Resource Cost: 1 Remnant per ward

Liminal Embrace (Transformation) (Level 11)

You may take on a Liminal Form for up to 10 minutes (you can end it early). While transformed you gain resistance to nonmagical bludgeoning, piercing, and slashing damage; you can move through creatures and objects; you are immune to disease and poison; and you deal +1d6 necrotic damage on touch attacks. Entering this form costs 3 Remnants. You may use this form a number of times per long rest equal to 1 + your Wisdom modifier.

Resource Cost: 3 Remnants

Banish the Clinging (Level 13)

You gain the ability to banish a bound spirit or unwilling undead temporarily. As an action you can force an undead or spirit within 30 feet to make a Charisma saving throw against your DC; on a failure it is banished to a harmless limbo for 1 minute and cannot interact with the world. This costs 2 Remnants. Undead of CR greater than half your level can resist with advantage.

Resource Cost: 2 Remnants

Aura of Passage (Level 15)

You radiate a pallid, comforting aura in a 10-foot radius. Allies in the aura gain advantage on Wisdom (Insight) checks to soothe the dying, advantage on checks to interact with spirits, and gain temporary hit points equal to your proficiency bonus whenever an adjacent creature dies. The aura can be activated or deactivated as a bonus action. You may expend 1 Remnant to extend the radius to 30 feet for 1 minute.

Resource Cost: Optional 1 Remnant to extend

Vestige of the Ferryman (Level 18)

As an action, you may spend 4 Remnants and make a contested roll (Charisma and Wisdom checks combined) versus a powerful bound spirit or deity's agent to bargain for a soul's passage. On success the target spirit must honor a simple bargain (e.g., release the soul to rest, answer three questions honestly). Failure often angers or injures you. This feature is story-significant and often requires GM adjudication.

Resource Cost: 4 Remnants

Avatar of the Veil (Level 20)

At 20th level you may become the physical manifestation of the boundary between life and death for 1 minute once per long rest. While in this state you regain all Remnants, are immune to necrotic and radiant damage, can end the life of a creature of CR less than or equal to your Effigy level without a saving throw (the soul goes where you guide it — a heavy responsibility and roleplaying moment), and any undead in a 60-foot radius are turned or destroyed (GM decides per undead type). After the minute ends you gain one level of exhaustion and cannot use Remnant-consuming features for 24 hours unless you succeed on a DC 20 Wisdom check.

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