Base Class: Sorcerer
The wording of your ancestor’s wish is long forgotten, but it’s effects are clear as day. Perhaps they wished for dominion over the minds of the living. Or it could be their intentions were more innocent; that they had wished to see the world through another’s eyes. Either way, you have inherited a dark and powerful birthright, allowing you to inhabit the bodies of others, and control their minds from within.
Spectral Gaze
Starting at 1st level, you can tell what truly is or is not a part of this world, as you yourself do not belong. You have truesight out to 15 ft. You can sense the presence of illusory magic within 30 feet.
Possession
Starting at 1st level, your body can take on an intangible form, allowing you to leap directly into and inhabit the bodies of others. As a bonus action, choose a creature within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failure, you disappear into the enemy and possess them. On a success, the possession fails. If the creature's level or challenge rating is higher than your level, the creature automatically succeeds. Use the following rules for possession:
On the Creature’s Turns: The creature loses control of its body as you gain control over the creature’s actions, movement, spells, and other abilities. At the end of each of the creature’s turns, it must make another Wisdom saving throw against your spell save DC to attempt to expel you from its body. If the creature succeeds, you are expelled from the creature. If the creature fails, you must spend another sorcery point to avoid being expelled from the creature. If you have no sorcery points at the end of the creature’s turn or you wish to be expelled, the creature automatically succeeds the saving throw, and you are expelled.
On Your Turns: The only Action you have available is to leave the creature. Once you take the action to leave, you can use your movement and bonus action. Additionally, the creature cannot make opportunity attacks against you for the rest of your turn. Note that the leave action cannot be taken on the creature's turn.
Damage and Status Conditions: While possessing a creature, you cannot be targeted directly by any attack, spell, or other effects, as these would target the creature instead. Whenever the possessed creature takes damage, you also take damage equal to half of the damage the creature took. If the creature dies or is incapacitated in any way, you are automatically expelled from the creature. If you or the creature are reduced to 0 hit points during a possession, you are expelled from it. Neither you nor the creature can be charmed during a possession, but other status conditions applied to the creature will apply to you as well.
Other: When leaving or expelled from the creature, you appear within 5 feet of it. Though you control their body, the creature’s thoughts and memories are unavailable to you, and the creature is not deprived of its awareness. Killing an enemy with a possessed creature grants you a sorcery point.
The number of times that you can successfully possess creatures is equal to your proficiency bonus. Uses reset on a long rest.
Transitional Control
At 6th level, you gain the ability to quickly transition your control over one individual to control over another. When a possessed creature fails its roll to expel you from its body, you can spend two sorcery points to leave the possessed creature and instantly possess another creature within 30 feet. The new target’s level or challenge rating must be less than or equal to your level. This does not count as a separate use of your possession ability.
Separation Sickness
At 14th level, you learn how to disrupt the inner workings of your foes while possessing them. Whenever you leave or are expelled from a possessed creature, they take 1d10 psychic damage and they are stunned until the end of their next turn.
Precise Puppeteering
Starting at 18th level, you have learned to use your innate magic to amplify the abilities of possessed creatures. You can spend 2 sorcery points as a possessed creature's bonus action to grant them advantage on attack rolls until the end of their next turn.
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