Sorcerer
Base Class: Sorcerer

 

You have an unusual attunement to some spiritual space that has cultivated in your ability to connect with a spirit of the past and manifest it within yourself, allowing the spirit to inhabit your own body.  

 

Possession

You have an unusual attunement to some spiritual space that has cultivated in your ability to connect with a spirit of the past and manifest it within yourself, allowing the spirit to inhabit your own body.  

To enter a possession you spend a moment to concentrate and connect with a spiritual realm allowing spirits of the past to inhabit your body. On your turn, you can enter a possession as an action. If you are able to cast spells or use skills, you can’t cast or concentrate on them, nor use the skills you are proficient in outside of the listed spirit traits during your possession. 

Your possession lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your possession on your turn as an action. You may only enter one possession at a time.Once you use this feature you must finish a long rest before you can use it again. You gain additional uses before the need to rest equal to your charisma modifier (minimum 0).

You may choose one of the following spirits to connect to as your specialty, while they inhabit your body they grant you their corresponding traits until the end of the possession; 

Spiritual medium
You gain additional traits for your possessions when you reach certain levels in this class. At level 2nd level you can enter or end a possession on your turn as a bonus action and  regain a use of possession before the need of a long rest whenever you regain hit points at the end of the short rest by spending one or more Hit Dice. 

Additionally You may choose the Expanded Attunement or Deepened Attunement feature traits at the 4th 8th 10th 12th 16th and 20th level taking either trait multiple times.  

Barbarian

  • You have advantage on Strength checks and Strength saving throws. 
  • You have resistance to bludgeoning, piercing, and slashing damage. 
  • You have proficiency in light armor, medium armor, shields, simple weapons, and martial weapons as well as Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Bard

  • You have advantage on Charisma and Charisma saving throws. 
  • You can inspire others through song or voice on your turn as an action, targeting one creature that can hear you within 60 ft, then once within the next 10 minutes the creature  may add 1D4 Bardic inspiration die to one ability check, attack roll, or saving throw it makes only before the D20 is rolled. Once you use this feature, you must finish your possession before you can use it again. A target can only have one Bardic inspiration die at a time. 
  • You have proficiency in any instrument as well as any skills you are already proficient in.

Fighter

  • You have advantage on Strength and Dexterity checks. 
  • On your turn you may use your bonus action to regain 1D6  hit points. Once you use this feature, you must finish your possession before you can use it again.
  • You have proficiency in simple and martial weapons, all armor and shields, as well as  Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Monk

  • You have advantage on Wisdom checks and Dexterity saving throws. 
  • When you use the Attack action with a monk weapon on your turn, you can make one unarmed strike as a bonus action using a D4 in place of the normal damage of your unarmed strike.
  • You have proficiency in Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Ranger

  • You have advantage on Dexterity and  Wisdom saving throws.
  • When you make an Intelligence or Wisdom check related to the arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark, your proficiency bonus is doubled if you are using a skill that you’re proficient in. 
  • You have proficiency in light armor, medium armor, shields, simple weapons and martial weapons as well as  Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Rouge

  • You have advantage on Dexterity checks  and  Intelligence Saving throws. 
  • You have fluency in thieves cant  as well as the set of secret signs and symbols thieves use to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • You have proficiency in light armor and thieves tools as well as Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Wizard

  • You have advantage on intelligence checks and intelligence saving throws. 
  • You have the ability to cast Detect Magic or Alarm using your Intelligence whenever a a spell refers to your casting ability. In addition you use your Intelligence modifier when setting the saving throw DC. 
  • You have proficiency in Arcana, History, Insight, Investigation,and Medicine.

Spiritual Medium

You gain additional traits for your possessions when you reach certain levels in this class. At level 2nd level you can enter or end a possession on your turn as a bonus action and  regain a use of possession before the need of a long rest whenever you regain hit points at the end of the short rest by spending one or more Hit Dice. 

Additionally You may choose the Expanded Attunement or Deepened Attunement feature at the 4th 8th 10th 12th 16th and 20th level taking either feature multiple times.      

Deepened Attunement

You have formed a stronger connection to the spiritual force that inhabits you during your possession. You can choose a spirit type that you can connect to from the list below and deepen your connection with them by one depth level gaining the trait listed while you are inhabited by that spirit.

Barbarian 

1st Depth 
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength for this attack, but attack rolls against you have advantage until your next turn. 

2nd Depth 
Whenever you take the Attack action on your turn you can attack an additional time

3rd Depth
When you make a melee weapon attack using Strength, you gain a bonus +1 to the damage roll gaining  an additional +1 to the roll for each subsequent barbarian spirit depth.

4th Depth
You have advantage on initiative rolls, additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you entered a possession before the beginning of combat.

5th Depth 
If you drop to 0 hit points while you’re possessed and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish your possession, the DC resets to 10.

6th Depth 
You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Bard

1st Depth 
You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra D4 hit points. Once you use this feature, you must finish your possession  before you can use it again.

2nd Depth 
When you begin a possession choose two skill proficiencies grated by a spirit type during your possession . Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies until the end of your possession. 

3rd Depth
When you give a Bardic inspiration die to a creature you can give a D10 die instead of a D4. 

4th Depth
You can use song or oration to  disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet that can hear you have advantage on saving throws against being frightened or charmed. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

5th Depth 
You can cast a single use of Animate Objects, Eyebite, Greater Restoration, Hold Monster, Legend Lore, Mass Cure wounds, Mislead, or Teleportation Circle, ignoring material and somatic costs during a possession on your turn as an action using charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for the spell you cast and when making an attack roll with one. Once you use this feature, you must finish your possession  before you can use it again.

6th Depth 
You can cast a single use of Foresight, Power Word Kill, or True Polymorph, ignoring material and somatic costs during a possession on your turn as an action using charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for the spell you cast and when making an attack roll with one. Once you use this feature, you must finish your possession  before you can use it again.

Fighter 

1st Depth 
On your turn, you can take one additional action.Once you use this feature, you must finish your possession before you can use it again.

2nd Depth
Whenever you take the Attack action on your turn you can attack an additional time.

3rd Depth
You can re-roll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish your possession  before you can use it again.

4th Depth
You add your proficiency bonus to your initiative. You can also stow an item, then draw another item as a single object interaction on your turn.

5th Depth 
Your weapon attacks score a critical hit on a roll of 18–20

6th Depth 
Whenever you land an attack with a weapon on a creature, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Monk 

1st Depth
you can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1D10 + your Dexterity modifier + your monk spirit depth. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

2nd Depth
Whenever you take the Attack action on your turn you can attack an additional time.

3rd Depth
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5D10.

4th Depth
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

5th Depth 
You can roll 2D4 in place of the normal damage of your unarmed strike or a monk weapon damage.

6th Depth 
You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Ranger 

1st Depth
You can use your action to focus your awareness on the region around you. For upto one minute you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

2nd Depth
whenever you take the Attack action on your turn you can attack an additional time.

3rd Depth
Moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

4th Depth
You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.

5th Depth 
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

6th Depth 
When you enter a possession you may choose a type of creature; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Once during each of your turns you can add your Wisdom modifier to the attack roll or the damage roll against the chosen creature type. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 

Rogue 

1st Depth
Once per turn, you can deal an extra D4 damage gaining an additional D4 for each subsequent rogue spirit depth, to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

2nd Depth
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

3rd Depth
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

4th Depth
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a D20 roll of 9 or lower as a 10.

5th Depth 
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

6th Depth 
No attack roll has advantage against you while you aren’t incapacitated.

Wizard  

1st Depth
You can cast a single use of Disguise Self, False Life, Feather Fall, Identify, Mage Armor, Magic Missile, Sleep, or Unseen Servant during a possession on your turn as an action using Intelligence whenever a spell refers to your spell casting ability gaining an additional cast from this list during your possession for each subsequent wizard spirit depth. In addition, you use your Intelligence modifier when setting the saving throw DC for the spell you cast and when making an attack roll with one. 

2nd Depth
You can cast a single use of Bane or Bless during a possession on your turn as a bonus action using Intelligence whenever a spell refers to your spell casting ability gaining an additional cast from this list during your possession for each subsequent wizard spirit depth. In addition, you use your Intelligence modifier when setting the saving throw DC for the spell you cast and when making an attack roll with one. 

3rd Depth
You have the ability to cast Chill Touch, Dancing Lights, Mage Hand, Minor Illusion, Prestidigitation, and True Strike using your intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell cast and when making an attack roll with one.

4th Depth
When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to your Wizard Spirit Depth. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

5th Depth 
When you enter a possession choose one spell from the following list; Acid Arrow, Arcane Lock, Flaming Sphere, Hold Person, Invisibility, Locate Object, Magic Weapon, or Ray of Enfeeblement. You can cast this spell at will on your turn using your intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

6th Depth 
You can increase the power of the spells granted by the wizard spirit type. When you cast a spell from a wizard spirit trait that deals damage you can maximize the damage of that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish your possession you take 2D12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1D12. This damage ignores resistance and immunity.

Expanded Attunement

You can choose another spirit from the possession spirits list that you can connect to during a possession. You must choose at the start of your possession which spirit type you are connecting to while you are possessed and may not change the chosen spirit type until the possession ends.

Calmed Spirit

At Sixth Level you have gained the ability to sort through the spiritual maelstrom inside of you during your possessions and can either reach a more controlled self consciousness or have learned to host multiple spirits inside yourself at the same time. Choose either the Conscious Possession or Poly-host feature. 

Conscious possession

While you are possessed  you can cast and concentrate on spells you are able to cast outside of the listed spirit traits and may use skills you are already proficient in. If a spirit would give proficiency in a skill you are already proficient in as a trait you can instead add a bonus to the skill check equal to your proficiency bonus. 

Poly-host

When you enter a possession you can connect to each spirit you could enter a possession with hosting all of them at the same time. While in a possession you gain the traits listed for each spirit you have chosen to host. If a spirit would give proficiency in a trait that another spirit would give proficiency in you instead add your proficiency again for each redundancy. 

Grand Medium

At 14th Level you have either cemented earlier knowledge, attained a cohesion with the spirits you have contacted, or developed the ability to allow the spirits inside of you autonomous action i while saving your focus for other tasks. You can choose to add Cohabitation, Autonomous Action, or a feature you have not already picked from the Sixth level medium attunement feature list.

Autonomous Action

Traits of spirits that would use an action can be used as bonus actions, and traits that would use a bonus action can be made immediately without taking a bonus action. 

Cohabitation

Your possession can last for an indefinite amount of time instead of 1 minute, but still ends if you are knocked unconscious.

Perfected Vessel

At 18th Level your ability to adapt to the spirits you hold inside of yourself and your mastery over the vessel that holds your own spirit has granted you incredible precision with your own body. You can gain the legion feature or any of the feature options from the Grand Medium options you have not already learned. 

Legion

While in a possession on your turn, you can take one additional action. 

Comments

Posts Quoted:
Reply
Clear All Quotes