Base Class: Sorcerer
Phantom Heart sorcerers bear close connections to ghosts, wraiths and other restless spirits. This unnatural connection grants them the ability to step through solid objects, possess the living and manipulate minds. As a Phantom Heart sorcerer yourself, you may have survived an encounter with a powerful spirit, been possessed by a ghost, or have died and been resurrected. Whatever the case may be, your entire being—body and soul—has been irreversibly altered by this experience.
Phantom Magic
Starting when you choose this origin at 1st level, you’ve learnt how to innately cast certain magical spells related to undead creatures and life beyond death. You learn additional spells when you reach certain levels in this class, as shown on the Phantom Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Phantom Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | false life, protection from evil and good |
| 3rd | ray of enfeeblement, silence |
| 5th | speak with dead, blink |
| 7th | blight, greater invisibility |
| 9th | hallow, dispel evil and good |
Phantasmal Possession
At 1st level, you have gained the otherworldly ability to enter the bodies of other creatures, seizing control of them. As an action, you can force a creature within 5 feet of you to make a Charisma saving throw. If the target is immune to being charmed, it makes this saving throw with advantage. The target cannot be undead and cannot have a CR higher than 1/2 of your sorcerer level rounded down. On a failed save, you enter the target’s body and possess it. When you do so, you lose concentration on any spells and your physical form disappears.
For the duration of the possession, the host is completely under your control and cannot move or take any actions on its own. It can still use all of its senses as normal. Your game statistics are replaced by the statistics of the host, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the host. You can only speak while possessing a creature if the host is capable of speaking, and can only speak languages you know.
In combat, you and the host still act on your own turns, and you can take any action the host can, except for legendary- and lair actions. The only action the host can take on its turn is to use its action to reroll its Charisma saving throw, ending the possession on a success. Outside of combat, the creature can reroll its save once per hour.
You can maintain your possession of a creature for a number of hours equal to 1/3 of your sorcerer level rounded down. The possession can end early if the host’s hit points are reduced to 0, if you choose to end it as a bonus action, or if dispel evil and good is cast on the host. If the host takes damage that exceeds its hit point maximum, any excess damage is carried over to you. When the possession ends, you are harmlessly shunted out of the host to an unoccupied space within 5 feet of it and it becomes immune to your Phantasmal Possession feature for the next 24 hours.
Once you’ve used this feature successfully, you must finish a long rest before you can use it again.
Possessed Mind
At 6th level, you can search and manipulate the minds of creatures you possess. While possessing a creature, you can spend 1 minute to use one of the following features:
Alter Memory. You alter and manipulate your host's memory of this possession. The host must make a Wisdom saving throw. On a failed save, you can alter its memory surrounding a single event or encounter that occurred during the possession. The event or encounter cannot have lasted for more than 10 minutes.
Scour Memory. You search the host’s memory for information. The host must make a Wisdom saving throw. On a failed save, you can ask it up to five yes-or-no questions, which the DM must answer as truthfully as possible.
You can use each feature once per possession.
Wraith Walk
Also at 6th level, you can take on a translucent and ghostly form. While you're not possessing a creature, you can use your bonus action to gain the following benefits until the end of your current turn:
- You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you are immediately shunted out to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved.
- You cannot be grappled or restrained.
- You gain resistance to all damage types, except force damage and radiant damage.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Grave's Edge
At 14th level, you become one with death itself. You gain resistance to necrotic damage and have advantage on death saving throws. Moreover, you no longer need to breathe, drink, eat or sleep to survive. To gain the benefits of a long rest, you can spend 4 hours doing light activity, such as reading, talking or keeping watch, during which you remain fully conscious.
Parasitic Phantom
At 18th level, your ability to possess creatures grows stronger. As an action, you can attempt to possess a creature within 5 feet of you, regardless of its CR or creature type. The target must make a Charisma saving throw. On a failed save, you immediately possess it. While possessing a creature in this way, the host retains control of its body and you do not use its statistics, though you can still use the host's senses. You also retain any benefits granted to you by your equipment, but cannot maintain concentration on spells. Moreover, the host must subtract 1d4 from any attack rolls or saving throws it makes, and your allies gain advantage on attack rolls made against it.
On each of your turns while possessing a creature, you can only take one of the following actions:
- You can choose to end the possession early.
- You can deal necrotic damage equal to 2d8 plus your Charisma modifier to the host, and creatures of your choice within 5 feet of the host must make a Constitution saving throw. On a failed save, a creature takes the same amount of necrotic damage as the host.
- You force the host to immediately make one unarmed strike or melee weapon attack against a creature of your choice within its range. This attack is made without the 1d4 subtraction to its attack rolls.
You can retain your possession of a creature in this way for 1 minute, but it can end early if the host is reduced to 0 hit points, or if dispel evil and good is cast on it.
You can use this feature once per long rest, unless you spend 5 sorcery points to regain use of it.
Previous Versions
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6/22/2021 1:01:34 AM
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3/25/2024 11:34:09 PM
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