Rogue
Base Class: Rogue

Bodysnatchers are insidious infiltrators who through training have learned to manipulate the barrier between the material and ethereal planes and interact with another being’s thoughts and memories - their very spirit. Where others try to trick or persuade others into giving them aid, a Bodysnatcher bypasses the whole process, and takes control of that creature's abilities directly.

Spirit Thief

Starting at 3rd Level, whenever you touch a living creature with an intelligence above 3, you learn any skill, tool, or language proficiencies it may have. As an action, you can steal one proficiency from them if you are not proficient in it and gain that proficiency for the next hour. While you hold this new proficiency, the creature is considered to not have that proficiency.

You may only have one proficiency held in this way, and you lose your current proficiency if you use this feature again.

Puppeteer

Starting at 3rd Level, if you hit an enemy with a melee attack and are within 5 feet of that creature, you can force them to make an Intelligence saving throw against a DC equal to 8 + your proficiency modifier + your Intelligence modifier. If they fail, you momentarily grasp a small filament of their spirit that allows you control them for a vital split second.

Before the end of your next turn, you can give one attack against the target Advantage as long as you are within 5 feet of them as a free action, as you control their physical form to create an opening.

Ethereal Shunt

At 9th level, you are able to briefly pass into the ethereal plane and return again. You may concentrate for 1 minute, after which you can teleport 30 feet in any direction. You do not have to see the location you are teleporting too. If you appear in an occupied square, you and any creature in that square take 1d10 force damage, and you are returned to the location you started from.

Melding of Spirits

At 13th level you are able to occupy the same space as any creature you are within five feet of, and ride along within their physical form.

If a creature within 5 feet of you moves further away, you can force yourself inside their form for a brief time. You vanish into the ethereal plane, and re-emerge again at the start of your next turn adjacent to that same creature. You have advantage on the next attack against the target during this turn.

While you are melded in this way, you may force the target to make a wisdom saving throw at the start of their turn against a DC equal to 8 + your proficiency modifier + your Intelligence modifier. If they fail, the target cannot use bonus actions, and you can force them to use your cunning action ability instead. They have no control over this action. If you are hidden from the target, and it has an intelligence of over 3, you may control them until you re-emerge as though they were under the effects of the Dominate Person spell.

You may only use this feature on a creature once in any 24 hour period.

Guide the Hand

At 17th Level, whenever you use your uncanny dodge or Evasion ability to reduce damage, you instead hurl yourself into a nearby creature, possessing them briefly and putting them in harm’s way instead.

Choose a creature within 5 feet of you, including the attacker themselves. This creature receives the damage you negated through the uncanny dodge or Evasion abilities. You still receive damage as normal, but as psychic damage regardless of the damage type.

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