Minor Possession: Your Spirit is capable of so called "Minor Possession" A trait you have to allow them to use. It extends its power out of its cage to allow it to animate a small object. (Animate object, essentially) Such as a small doll. It can do whatever it wishes with the object so long as it is within 5ft range of the cage. If the object leaves the 5ft area it simply falls limp and the effect is ended.
Ethereal Sight: The spirit can see 60ft into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement: When released from the cage the Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends a turn inside an object.
Invisibility: At any time of its choosing the spirit can turn fully invisible. It can also decide which characters see it. Allowing itself to appear visible to its Blood hunter but to no one else. Or any arrangement of visible/invisible it decides on.
Recall: The Player Character is capable of recalling the Spirit to the cage whenever they desire. It requires a bonus action. But nothing can stop this effect. No spells, no magical items.
Touch: The Spirit can effect anything it wishes to so long as it is within 5 feet of the cage. This mostly involves light telekinesis. However this ability cannot be used in combat. The power of the Spirit to reach out of the cage is simply too weak to harm anyone. It can pick up small objects (under 1lb) for example.
Speech: The Spirit can only speak directly to the Player Character. Or other members of the Order of the Soul. It can also be spoken to or speak with anyone using a spell that allows communication with the dead, or with Spirits.
Cage Stats:
Size: Tiny
Hit Points: 30
Armor Class: Same as Player Character
Damage resistances: Acid, Bludgeoning, Slashing from non-magical attacks
Damage immunities: Cold, Necrotic, Poison, Thunder, Fire, Lightning
Damage exceptions: Any heat sufficient enough to melt the material can damage the cage. But fire on its own cannot.
Armor Class
11
Hit Points
45
(7d12)
Speed
40 ft., (Hover)
STR
3
(-4)
DEX
18
(+4)
CON
10
(+0)
INT
11
(+0)
WIS
13
(+1)
CHA
14
(+2)
Skills
Perception +3, Stealth +8
Damage Resistances
Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold, Necrotic, Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 60ft, Passive Perception 13
Languages
Common Any languages it knew in life, plus any taught by its Player Character
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Comments