race features:
- Past Racial Feature: Choose a feature from your pre-infused race. For example, if you were originally an elf, you can choose to keep either your darkvision, your trance ability, etc. Racial ability score improvements are not applicable.
- Servant's Pact: You and your master now share a magical contract. Your master now provides you with strength via their internal magical energy and you in turn shall protect your master. Your master gains a number of usable Command Seals equaling their highest mental ability score modifier. If your master drops to 0 HP, you gain a point of exhaustion that can only go away if your master regains their HP. If your master dies, you will only be able to live for a number of days equaling your Constitution modifier.
- Feat: Pick a feat. If your chosen past racial feature gives you a feat, you can instead pick any skill to be proficient in.
- Servant Vigilance: Due to your soul's infusion with a heroic servant, your needs for long rests have changed. You no longer require a minimum of 6 hours of sleeping. Your long rests simply require you to have 8 hours of light/non-laborious activity.
- Servant Residual Powers: Depending on your chosen class, you will gain some type of basic ability from the servant class. see the list below. Discuss with your DM which ability is most suitable for your character.
- Noble Phantasm: At 5th level, you gain a Noble Phantasm ability that's linked to the soul of the heroic spirit within. Activation of this ability requires your master to use a Command Seal or a 3rd level spell slot if applicable and after the ability is used, it will require a wait time of 1D4+1 days. Discuss with your DM on what your Noble Phantasm could be. (This may come in the form of a magic item/weapon)
Assassin |
You can cast Invisibility on yourself once per long rest. |
Avenger |
You can use Mark of Vengeance once per long rest. The bonus damage scales with your PB |
Berserker |
You can use Battle Continuation a number of times per long rest equal to your PB |
Caster |
You can innately cast Mage Armor on yourself |
Rider |
You gain proficiency with all land vehicles and land mounts. |
Ruler |
At the end of a long rest, you and up to 10 allied creatures gain THP equal to 10+your Charisma Modifier. THP lasts 24 hours or until another long rest finishes |
Warrior |
You gain Weapon of True Name |
"Standing in the ritual circle was my fellow comrade at-arms. When we both agreed to enter this war, I didn't know what to expect. He was always really good with a bow and I was decently good with magic. When the ritual began, his body began to glow a bright light and his eyes and mouth began to have radiant light pour out of them. Moments later when I regained my vision, he stood there. But something was different about him...and his bow..."
-Charles Allemand. Lekronese War Mage. 399.
Vessels of Heroes
When a person becomes a pseudo servant, the most dramatic change that happens to them occurs within their very soul. The Holy Grail is what determines on whether someone gets to become a pseudo servant and if the Grail approves, it promptly infuses the soul of a heroic spirit into the soul of the person. That person now shares the soul of the heroic spirit. The heroic spirits in question are ones that could've become an actual summoner servant, but due to certain circumstances, have needed to use another person's body as a vessel.
Infused Souls
With a heroic spirit infused into the pseudo servant's soul, that person in particular can end up changing in more ways than one. A warrior who started off as being loud, brash, and rowdy, after being infused with the soul of a noble knight, may start to act humbler and calmer. However, because a chunk of their soul had to be removed and replace by the heroic spirit's, a part of their original character is also lost. An elf that turns into a pseudo servant may suddenly find out that they can't see as well in the dark, or a dwarf finds out that alcohol seems to affect them a lot more than previously.