Base Class: Sorcerer
A necromantic feat, your character's body is possessed by innumerable ghosts and spirits; the arcane energy of each allows the host body to cast magic. While the spells you cast often lean towards the necromantic or dark, they can also be affected by whichever ghost is most in control at the given moment.
Borrowed Expertise
You have more minds than your own swirling around inside you - and that means access to skills that you never learned yourself. You gain one bonus proficiency in any skill or tool set and expertise in any one skill you are already proficient in.
Dead Man Walking
You live in the space between life and death; your body still lives and operates, but the minds within it give you an enhanced connection to Death itself. As the separation lessens, you gain resistance to Necrotic damage. When you cast a Sorcerer spell using a spell slot of 1st level or higher which deals damage, you can spend one sorcery point to add 1d8 of Necrotic damage to the total damage of the attack. You can declare this after success is determined but before damage is rolled. You may only use this ability once per turn and it does not stack within an attack.
Dark Receptacle
Your sorcerous magic stems from the unnatural energy of the spirits in your body. Now, you think you can increase your magical potency by purposely drawing in a few more ghosts. Maybe using the spirits of the deceased as arcane batteries isn't particularly ethical, but they took over first, right?
You've learned to twist a certain necromantic spell so that by casting Revivify, you pull the targeted spirit into your own body rather than the soul's corpse. Make a Charisma check (DC 17) to pull it into yourself; if you fail, the spell slot is used and nothing happens. When you add a ghost to your body in this way, they are harnessed to increase your power; keep track of how many ghosts you've trapped. You may instantly convert each ghost into one used-up sorcery point, regaining that point's regular use; when this happens, the used ghost is drained of magic and cannot be used again until after a long rest.
Possession
You have learned how to reverse the process of adding a ghost to your vessel, now sending them out to take over other bodies temporarily. As an action, send one or more of your harnessed spirits to control a humanoid within 30 feet of you. The target makes a Wisdom saving throw against your spell-save DC (with advantage if the target is aware of what you are doing or is actively opposing you); the effects on a failure or success depend on how many spirits you send. Regardless of success or failure, the ghosts are drained and cannot be used for this feature or any other until after a long rest. You can only have one possessed target at a time.
One Ghost: Upon succeeding the saving throw, nothing happens. Upon failure, you take partial control of the target for up to one minute. The target is charmed by you and follows simple commands to the best of its ability on its own turn; if the target has no current commands, it will try to defend itself as best it can. If the target is harmed by you or your ally or is given a command that would harm it, it remakes the Wisdom saving throw with advantage. When the possession ends, whether by succeeding the save or by the minute ending, the target will regain control and will remember what happened during the possession.
Two Ghosts: Upon succeeding the saving throw, nothing happens. Upon failure, you take control of the target for up to three minutes. The target is charmed by you, has a telepathic link with you, and will follow any commands, simple or complicated, you give it to the best of its ability. If the target is harmed by you, your ally, or an action commanded by you, it remakes the Wisdom saving throw with advantage. When the possession ends, whether by succeeding the save or by the three minutes ending, the target will regain control and will vaguely remember what happened during the possession.
Three Ghosts: Upon succeeding the saving throw, the target is affected as if you used one possession point and the target failed. If the target fails, you take complete control of the target for three minutes and control it as your own character for that time. The target only remakes the saving throw if you cause it to directly harm itself (making it run into a mob of enemies would not cause it to remake the throw, but making it stab itself would). When the possession ends, whether by succeeding the save or by the three minutes ending, the target will regain control and will have no memory of what happened during the possession.
Spirit Master
When you first gained use of your sorcerous magic, the spirits controlled you as much as you them, if not more; but now, you have near-complete mastery over the undead souls residing within you. You rule them, control them, and harness them.
Starting at 18th level, you regain use of 50% (rounded up) of your drained ghosts on a short rest. Additionally, you can spend sorcery points to enhance your possession, strengthening the ghosts you send out with your own magic.
Additional Effects: You can spend sorcery points on any possession to add an effect. There is no limit to how many extra effects you can add, but you can only use each effect once per possession. The points are not used if the possession initially fails (unless otherwise stated).
- For one point, add two minutes to the possession time.
- For one point, give the target disadvantage on the initial Wisdom saving throw (this must be declared before the result of the saving throw is known; the point is used upon failure).
- For two points, give the target disadvantage on any subsequent Wisdom saving throws caused by damage to the target.
- For two points, force the target to make a Constitution saving throw against your spell save DC when the possession ends or fall asleep for one minute.
- For two points, cause the target to gain the condition Paralyzed when the possession ends; the effect lasts for one minute and the target makes a saving throw each round.
- For three points, cause the target to take Psychic damage equal to 1d10 per level of possession upon the effect's end.
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