Homebrew Bound Soul Species Details

Species Traits

1. Soul Projection

As an Action, you can project your soul from your current physical shell to attempt to meld with a visible humanoid, beast, or monster within 30 feet of you.

Willing Host: If a creature invites your soul into its body willingly, no saving throw is made. You instantly meld with the host and gain control of its physical body.

Unwilling Host: The target must make a Charisma Saving Throw against your Possession Save DC.

Save DC: 8 + Prof. Bonus + INT, WIS, CHA Modifier

 On a Success: The possession attempt fails. You immediately snap back into your current host with no movement cost, action penalty, or loss of host control. The target feels a sudden, cold spiritual pressure, but is unaware of who attempted the jump.

On a Failure: Your soul enters the target’s body, subduing its consciousness or forcing a shared mental state where your willpower dictates physical actions.

Usage Limit: You can attempt Soul Projection a number of times equal to your Proficiency Bonus per day. You regain all expended uses when you finish a Long Rest. Once a creature successfully saves against your Soul Projection, it becomes immune to your possession attempts for 24 hours.

 

2. Host Daze

When you choose to vacate a possessed body as a Bonus Action (or are forcibly expelled by magic):

The host target immediately regains full physical control of its body.

The target gains the Dazed condition for 1 minute as its consciousness wakes up from soul-suppression. While Dazed, a creature can move or take an Action, but not both, and it cannot take Bonus Actions or Reactions.

3. Adaptive Shell (Stat-Swapping)

While melded with a host body:

Host Stats: You inherit the target’s Strength, Dexterity, and Constitution scores, maximum and current Hit Points, Armor Class, physical skill/weapon proficiencies, and natural traits (e.g., Claws, Darkvision, Flight).

Soul Stats: You retain your own Intelligence, Wisdom, and Charisma scores, Class Features, Spellcasting, Hit Dice, saving throw proficiencies, mental skill proficiencies, and memories.

Magical Synergy: You can cast your spells through the host to augment and magically empower their natural capabilities and weapon strikes.

 

4. Severed Anchor (Ejection & Fading)

If the body you inhabit drops to 0 Hit Points or is destroyed, you are forcibly ejected into an invisible, flying Disembodied State.

Because your path to your original soul jar is blocked, you cannot return to it automatically.

On each of your turns while disembodied, you can use your Action to attempt Soul Projection on a nearby creature.

If you remain disembodied for 3 consecutive days (72 hours) without taking a host, your spiritual tether snaps and your soul permanently dissolves from existence

LVL 1: Action: Unarmed Force Shove: +1 Hit. 1d4 Dmg. 

Lvl 2: 2d4. Lvl 3 = 3d4....

2: Bonus Action: Can Assume a Quick Shadowy Shape of a Humanoid or Cloud, or Light; To Scare Or Distract An Opponent. 

 

Bound Soul Traits

Undead Soul

Soul Projection

As an Action, attempt to project your consciousness into a target within 30 feet

(using a Charisma Saving Throw equal to 8 + Proficiency Bonus} + Spellcasting Ability Modifier).

Willing targets submit automatically. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Host Daze

When you choose to vacate a possessed body as a Bonus Action (or are forcibly expelled by magic):

  • ​The host target immediately regains full physical control of its body.
  • ​The target gains the Dazed condition for 1 minute as its consciousness wakes up from soul-suppression. While Dazed, a creature can move or take an Action, but not both, and it cannot take Bonus Actions or Reactions.

Adaptive Shell

While melded with a host body:

Host Stats: You inherit the target’s Strength, Dexterity, and Constitution scores, maximum and current Hit Points, Armor Class, physical skill/weapon proficiencies, and natural traits (e.g., Claws, Darkvision, Flight).

Soul Stats: You retain your own Intelligence, Wisdom, and Charisma scores, Class Features, Spellcasting, Hit Dice, saving throw proficiencies, mental skill proficiencies, and memories.

Magical Synergy: You can cast your spells through the host to augment and magically empower their natural capabilities and weapon strikes.

Severed Anchor

The 3-Day Fading Countdown:

Being exposed without a physical shell tears away at your spiritual essence. For every 24 consecutive hours you remain without a host, your maximum Hit Points and your Possession Save DC are reduced by 1d6 (or a flat -2 to Save DC / -5 to HP).

Each day spirit is not in a host it becomes more erratic and unreasonable in its attempt to meld with a host. 

Form of Exhaustion.

If you remain disembodied for 3 full days (72 hours) without possessing a living vessel, your soul permanently dissolves into the atmosphere, ending your existence before ever reaching your original Projection Location..

 

Astral Projection

Astral Travel: By conducting a 10-minute meditation ritual while inside a host, you can project your spirit up to 120 feet away for scouting.

Spirit can pass though walls, doors & creatures as if it is difficult terrain. If spirit ends a turn inside an object iit is shunted to the closest available space and takes 1d4 bludgeoning damage.

Spirit cannot pass over water without a host or vessel.

Spirit hovers but does not have natural flight. 

Comments

Posts Quoted:
Reply
Clear All Quotes