Base Class: Sorcerer
This shell has very few abilities and mostly is a container for the others to act through.
Mentally Fractured
At 1st level, you choose up to 5 others to switch control of the body with.
You can speak, read, and write Celestial and you double your proficiency bonus for CHA checks involving celestials and spirits.
Fifth Other
At the first level, you enter up to 5 others that can take control of your body instead of you based on certain conditions.
First Other
At the first level, you enter up to 5 others that can take control of your body instead of you based on certain conditions.
Fourth Other
At the first level, you enter up to 5 others that can take control of your body instead of you based on certain conditions.
Second Other
At the first level, you enter up to 5 others that can take control of your body instead of you based on certain conditions.
Third Other
At the first level, you enter up to 5 others that can take control of your body instead of you based on certain conditions.
Mental Switch
You roll a d6 after a rest or after being knocked unconscious about which of the up to 6 characters to base skills and proficiencies and such around, or the shell which has almost no skills if it is a natural one. If there are less than 6 total characters included, use your choice of splitting it evenly between them or simply getting the shell - When assigning numbers on the die to each one, the shell gets priority for the highest count of chances to get rolled. At all times, the characters will have the same HP as the shell because that is the physical form. Optionally, one of those characters can be chosen that is assigned fear that it switches to anytime there is fear or high stress, and is weaker than the shell psychologically and therefore not willing to use the physical strength.
Over time, this changes, where switches are handled differently. There are options given to choose additional characters that can be switched to given that there is 30 minutes available in in-game time and this choice has not already been exercised without a rest between the times, unless a level has specified that limitation has changed. These choices can be postponed to be made at later levels or at key points in the game, whichever fits the character best.
Charismatic Nature
Starting at 6th level, When you take an action based on Charisma, you can add double your proficiency bonus if that applies, due to your skill in picking up where the others left off in your body.
Weight of Experience
The weight of everything you've experienced has changed you, and your abilities are modified slightly. Choose two abilities that decrease and two abilities that increase, based on what you have done most recently in the campaign.
Experience Gain 1
First thing you gained experience with
Experience Gain 2
Second thing you gained experience with
Experience Loss 1
First thing you lost experience with
Experience Loss 2
Second thing you lost experience with
Shell's Perception
Beginning at 18th level, you can channel the calm presence of your others, causing those around you to become awestruck or calmed. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or calm (your choice) to a distance of 60 feet. For 10 minutes or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or [Tooltip Not Found] (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Comments