Base Class: Fighter
Much like how Warlocks draw magic from pact deals with powerful entities, Possessed Warriors harness destructive martial abilities from strange entities that are beyond the awareness of most mortals. Either by pure possession in battle, equally sharing a physical form, or maybe even forcing one of these war like spirits into a deal that strips them of there power and grants it to you; the fighting abilities you know possess make you fight like hell in more ways than one.
War Vessel
Upon choosing this subclass you pick to be a vessel for an entity or for its power. You can only pick one option and this option cannot be changed.
Oni: When you choose this entity you gain expertise in intimidation, also once per turn on one of your attacks you can add a d6 to your weapons damage this die's damage type is either thunder, fire, acid, lightning, or cold depending on the color Oni you channel. This die increases to d8 at 7th level, a d10 at 10th level, and a d12 at 15th level, and a d20 at 18th level.
Spirit of Vengeance: When you choose this entity you gain advantage on any (WIS) Survival check that involves tracking a creature that has wronged another creature also as a bonus action you can cast make a ranged attack against a target within 30 feet of you. This attack creates a chain of fire from your hand that on a successful hit deals 2d4 fire damage and pulls the target 10 feet closer to you. When rolling to attack you are proficient in this "weapon" and you can attack with either STR or DEX.
Archangel: When you choose this entity you gain superior dark vision also all your weapon attacks deal extra radiant damage equal to your proficiency bonus.
Pain Harvester: When you choose this subclass you no longer require food water of sleep also whenever you get hit by an attack you can deal half as much of the damage you took as bonus damage on your next attack (this can only be applied to one successful attack that is made against you per round).
Embodiment of Violence
You gain a new feature based off the entity you chose.
Oni: As a bonus action you can expel the element you are associated with in a 20-foot cone. Whenever you make this attack, it deals 2d6+ CON Mod in the form of your Oni damage type on a failed DEX save or half as much on a success. Additionally, creatures who fail this save lose 10 feet of movement till the start of your next turn. The save is 8+proficiency bonus+ CON MOD.
Spirit of Vengeance: As a reaction, to getting hit or a target entering or starting their turn within 10 feet of you, you can cast Hellish Rebuke. You cast this with your CON modifier, and this can only be used a number of times equal to your proficiency bonus.
Archangel: As a reaction to being targeted by an attack or spell you can heal an ally within 30 feet of you an amount of hit points equal to your CON score you can only do this an amount of times a long rest equal to your proficiency bonus.
Pain Harvester: On every successful attack you make you store a "Pain" in your weapon you can only have a max of five of these at any time. Each "Pain" can be spent to deal and extra 1d4 of damage on a weapon attack as necrotic damage. If you end your turn with 5 of these, you can make a bonus action attack targeting the nearest enemy to attempt to get rid of these "Pains" if the attack fails then you take half of the 5d4 damage. (This damage can be added to your next attack and stacks with any damage taken before your next turn).
Mysterious Malice
Oni: As a reaction to be targeted for a melee attack you can engulf yourself in the element chosen prior for your bonus action attack. When making the attack the creature must make a STR save (= 8+PB+ your STR or DEX modifier) if they fail, they take 1d10 of the damage type chosen and their attack automatically fails. If they succeed, then they only take half damage and can still roll to hit you.
Spirit of Vengeance: Once per long rest as an action you can make an amount of enemies equal to your proficiency bonus no more than 30 feet away from you have to make a WIS saving throw (= 12+ your STR or DEX modifier) if they fail they take 2d6 necrotic damage and cannot be more than 30 feet away from you until they have been targeted for an attack by you. If they succeed, they only take the damage with no other effect.
Archangel: As a bonus action you can "anoint" an ally. This last till the end of your next turn whenever they have to roll damage or healing, they can add 1d6 per "anointments" you gave them. You can only use this feature a number of times per long rest equal to your proficiency bonus.
Pain Harvester: As a reaction to being forced to make a saving throw that can reduce the amount of damage taken you can choose to instead automatically fail but force an enemy within 60 feet of you to take half the damage of the attack allowing you to only take half damage as well. You can do this a number of times per long rest equal to your proficiency bonus.
One Body Two Souls
Upon reaching level 15 you can now gain temporary proficiency in a skill that you normally don't have it in. Similarly, you can gain temporary expertise in a skill you were only proficient in. You can only apply this to one skill or tool per long rest. Additionally, you have advantage on saves to resist being charmed, put to sleep, or frightened.
Lethal Unity
Upon reaching level 18 you gain one final feature based on your entity.
Oni: You can now use your starting ability on all weapon attacks you make.
Spirit of Vengeance: Any evil aligned creature that ends its turn within 10 feet of you takes 1d6 necrotic damage at the beginning of their turn.
Archangel: Once a day for one minute you can grow ethereal wings that give you a flying speed of 60 feet and can attack as a bonus action with reach dealing 2d8+CON modifier in radiant damage.
Pain Harvester: whenever you chose to not wear armor instead of dealing bonus damage equal to half the damage taken you can deal it as the full damage.
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