Base Class: Rogue
An Supernatural Vessel is the target of a soul from the beyond that has unfinished business in the life of the living. While some Rogues who follow this path do so by choice, many are haunted against their will and the paranormal powers they gain are seen as great curses.
Level 3: Supernatural Ally
3rd-level Supernatural Vessel feature
As a Bonus Action, you can summon an Invisible, incorporeal spirit in an unoccupied space within 5 feet of you. If a feature from this subclass requires a saving throw, the DC equals 8 plus your Charisma modifier and Proficiency Bonus. On your turn you can move the spirit up to 15 feet and use one of the following as a Bonus Action.
- Ectoplasmic Shot. Your attacks are coated in an intangible ectoplasm. When you deal Sneak Attack damage to a creature, that creature's speed is reduced by 10 feet if your Supernatural Ally is within 5 feet of them.
- Ghostsight. You are granted brief visions of the extraplanar. If your Supernatural Ally shares the same space as you, you can see creatures that have the Invisible within 60 feet of you. You have this vision as long as your ally continues to share your space.
- Possess. A creature is briefly possessed and compelled to move. One creature within 5 feet of the Supernatural Ally moves up to half their speed without provoking opportunity attacks. If the creature is unwilling they can first make a Charisma saving throw.
Your Ally lasts for 1 minute, or until you have the Incapacitated condition. You can use this feature a number of times equal to your Charisma modifier and you regain all expended uses when you finish a Long Rest.
Level 3: Visions of the Past
3rd-level Supernatural Vessel feature
You have Proficiency in History and Insight.
Level 9: Haunting Attack
9th-level Supernatural Vessel feature
You gain the following Cunning Strike option.
Haunt (Cost: 1d6). Your Supernatural Ally's mere presence scares your target, forcing them to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the effect on itself on a success.
Level 13: Life Giving Force
13th-level Supernatural Vessel feature
Your Supernatural Ally is able to influence you in protective ways.
- Death-Touched. You have Advantage on death saving throws and Constitution saving throws while your Supernatural Ally is within 5 feet of you.
- Ecto-Armor. If you are reduced to 0 hit points while your Supernatural Ally is manifested, you can dismiss it. If you do, you regain Hit Points equal to twice your Rogue level at the start of your next turn, and until the end of that turn you have Half Cover.
- Unending Haunt. When you roll Initiative at the start of combat, you regain one expended use of your Supernatural Ally.
Level 17: Poltergeist
17th-level Supernatural Vessel feature
Your own force of will can empower your Supernatural Ally to affect the mortal realm in more direct ways. You can use a Bonus Action during your turn to cast one of the following spells without expending a spell slot: Dominate Person, Phantasmal Killer, or Telekinesis. If your Supernatural Ally is manifested when you cast a spell in this way, it immediately vanishes and cannot be summoned for the duration of the spell. While you are concentrating on a spell, you can use your Sneak Attack against any target you can see, even if you don’t have advantage on the attack roll, as long as you aren’t attacking with disadvantage.
Once you cast a spell with this feature, you cannot do so again until you finish a Short or Long Rest.
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