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# Possessor Class
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\pagebreakNum # Class
#### Possessor | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Ghost in a Shell | ─ | ─ | ─ | — | — | — | — | | 2nd | +2 | Spellcasting | 1 | 2 | 2 | — | — | — | — | | 3rd | +2 | Possessor Specialty | 1 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1 | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 1 | 4 | 4 | 2 | — | — | — | | 6th | +3 | Expertise, Phantom Form | 1 | 4 | 4 | 2 | — | — | — | | 7th | +3 | Possessor Specialty | 1 | 5 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 5 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 2 | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | Final Act | 2 | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | Possessor Specialty | 2 | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 2 | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 2 | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Possession Flash | 3 | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Possessor Specialty | 3 | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 3 | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Final Act Improvement | 3 | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Possession Master | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
## Class Features As a Possessor, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Possessor level - **Hit Points at 1st Level:** 10 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Possessor level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor - **Weapons:** simple weapons - **Tools:** Cartographer's tools and Calligrapher's supplies ___ - **Saving Throws:** Charisma, Constitution - **Skills:** Choose 4 from these skills: Religion, Arcana, Persuasion, Medicine, Stealth, Intimidation, Deception, Acrobatics #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) Cartographer's tools or (b) Calligrapher's supplies - two simple weapons - Priest's Pack and a voodoo doll - (a) studded leather armor or (b) scale mail #### Multiclassing ___ - **Ability Score Minimum:** Charisma 13, Constitution 13 - **Armor: light armor** - **Tools: Cartographer's Tools** \pagebreak ### Ghost in a Shell At level one, as an action, you can possess dead creatures. Your eyes light up, you freeze whatever position you were in, and your consciousness leaves your body to possess a creature that has been dead for no more than 20 minutes. You must have line of sight to possess a creature. While possessed, you do not have access to information that the creature had while it was alive. You use the same stats the creature had however it has 4 hit points on possession, and any injuries that caused its death do not heal with the possession. So for example, if you snapped the creatures' neck, its head would be backwards if you possessed it. The possession lasts for 5 minutes and at the end of the 5 minutes the creature turns to ash and you return to your body. ### SpellCasting At level 2, you learn to channel the energy of remnant spirits to cast your spells. #### Cantrips You know a cantrip of your choice from the bard spell list. You learn an additional cantrip at 8th, and then another at 14th level. #### Spell Slots The Possessor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. #### Spells Known of 1st Level and Higher You know 2 1st-level spells of your choice from the bard spell list. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. \columnbreak #### Spellcasting Ability Charisma is your spellcasting ability for your possessor spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a possessor spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
#### Ritual Casting You can cast any possessor spell you know as a ritual if that spell has the ritual tag. #### Spellcasting Focus You use a voodoo doll as your spellcasting focus for your possessor spells. ### Possessor Specialty At 3rd level, you choose a Possessor specialty. Your choice grants you features at 3rd level and again at 5th, 7th, and 15th level. * Possessor Subclass ### Ability Score Improvement When you reach 4th level, and again at 8th,12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability scores of your choice by one. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Expertise At level 6, choose two abilities you are proficient in and you gain expertise. ### Phantom Form At level 6, you can have your consciousness leave your body and take on a spectral form. You can stay in this form for as long as you can hold your breath. While in this form, you are vulnerable to all damage types, however, you have advantage on any stealth checks made to see your phantom form. You can pass through solid objects at a cost of 1d4 force damage. Should you fail to return to your form before you run out of breath, your phantom form returns to your body immediately, you fall unconscious for 5 minutes, and take 6d8 force damage. \pagebreak ### Final Act At level 10, when you possess a creature with your Ghost in a Shell ability, you can choose to detonate the dead creature and deal force damage to each enemy within 5 feet. The creatures must make a dexterity saving throw against your spell save dc. You roll hit dice which you lose, and you take full damage while creatures within 5 feet take half of what was rolled. If a creature succeeds on the dexterity saving throw, they take a quarter of the damage. ### Possession Flash At level 14, as an action, you can attempt to give disadvantage to a creature for a turn. The creature must make a charisma saving throw against your spell save dc and on a success the ability has no effect. You can use this ability a number of times equal to your charisma modifier and regain all uses on a short or long rest. ### Final Act Improvement At level 18, You only take half damage and the range increases by 5 feet. ### Possession Master At level 20, Creatures have disadvantage when trying to resist your possession. Furthermore, you can possess a creature that has been dead for a week, its injuries heal in the sense that injuries that contributed to the death go away, and can possess the creature for 20 minutes. Its current hit points are equal to half your hit point maximum. \pagebreak # Subclass ## Possessor Features | Possessor Level | Features | |:---:|:-----------:| | 3rd | Memory Siphon, Possession Slash | | 7th | Spiritual Guidance | | 11th | Possessing strike | | 15th | Possessing chain | ## Possessor Magic These spells do not count against the number of spells you may know. | Possessor Level | Spells | |:---:|:-----------:| | 3rd | Bane | | 5th | Blindness/Deafness, Hold Person | | 9th | Speak with Dead | | 13th | Confusion | | 17th | Raise Dead | ### Memory Siphon At level 3, you can force your way into the mind of a living creature that you can see and is within 60 feet of you. The creature must make a charisma saving throw against your spell save dc or have its memories from the past 3 days read by you. You can use this feature a number of times equal to your charisma modifier and regain all uses on a short or long rest. ### Possession Slash At level 3, as a bonus action, you can make all your weapon attack damage for that turn be psychic damage. You can use this feature a number of times equal to your charisma modifier and regain all uses on a short or long rest. ### Spiritual Guidance At level 7, as a bonus action, you can use the help action on creatures within 30 feet of you. However you cannot gain the benefit from using this ability. ### Possession Strike At level 11, you can attempt to possess a living creature you can see within 60 feet for two turns. It must make a charisma saving throw against your spell save dc or be possessed. While possessed, you take half the damage the creature take but have access to its thoughts and abilities. When you leave its body, you gain a level of exhaustion. You can use this feature a number of times equal to your charisma modifier and regain all uses on a long rest. \columnbreak ### Possession Chain At level 15, you can attempt to possess 2, instead of 1, creatures with your possession strike. You gain only 1 level of exhaustion.