Possessor (5e Class)

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Possessor[edit]

You possess an object to command around as an extended part of yourself. Sort of like a familiar with limited action. It can help allies and such and even attack. Base class has thematic spells and functions with possessed objects (warlock) Subclass provide an agile but squishy melee class ("monkish") subclass for a caster playstyle, but more focus on support than huge dmg (warlock/sorc)

Possession and The Soul[edit]

Animation is not the same as possession. Animation is a fickle thing, puppeteering magic, a party trick, easily dispelled. Possession however is strong control over something, powered by a greater will. Therefore a possessor must never be weak willed. In order to possess something with, you must give it a soul, a will to be. Possessor use their own strong willed souls to conjure fourth an "armament" that can be used for various things. The stronger your soul, the stronger your will becomes, and the more command you have of your possessed armaments.

There is power in the word possessor. For not only do you possess things and objects, you possess potential, determination, strength and knowledge.

Creating a Possessor[edit]

It's important to pick thematically correct possessed armaments. Ask yourself how your character came to be a possessor, what makes them able to "possess" in the first place.

Do they have a strong determination? a goal in mind?
Are they of a powerful family with magical talents?
Have they attained great power through a pact with a deity?
Has age and experience granted you knowledge beyond others comprehension?

Only once you know that, can you pick the right possessed armaments.

For example
I got lost in a forest and was granted power from an ancient being. My possessed armament is the wise Owl.
I am the son of an archmagi. I was born with great aptitude for sorcery. My possessed armament is a magic crystal orb.
I am great knight in search for vengeance. My possessed armament is an heirloom sword.

At 2nd level you will also have to pick a "Soul Armament" as part of your chosen subclass. The soul armament is a more powerful version of the possessors armament, so be sure to think ahead on what that could be.


Quick Build

You can make a Possessor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose a light crossbow and 20 bolts, and an explorer's pack.

Class Features

As a Possessor you gain the following class features.

Hit Points

Hit Dice: 1d6 per Possessor level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Possessor level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Persuasion, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack or (c) a dungeoneer's pack
  • leather armor and a dagger
  • If you are using starting wealth, you have 2d6 x 10gp in funds.

Table: The Possessor

Level Proficiency
Bonus
Possessor Die Spell slots Slot Level Features
1st +2 1d6 1 1st Possessed Armament,Follow Up
2nd +2 1d6 1 1st Possessor Archetype
3rd +2 1d6 2 2nd Haunt/Aid
4th +2 1d6 2 2nd Ability Score Improvement
5th +3 1d8 2 3rd Extra Attack
6th +3 1d8 3 3rd Archetype Feature
7th +3 1d8 3 4th Stillness of Mind
8th +3 1d8 3 4th Ability Score Improvement
9th +4 1d8 3 5th Possessor's Will
10th +4 1d8 4 5th Forced Telepathy
11th +4 1d10 4 5th Archetype Feature
12th +4 1d10 4 5th Ability Score Improvement
13th +5 1d10 4 5th Minor Possession, Soul Cast
14th +5 1d10 4 5th Possessor Incantation (1)
15th +5 1d10 5 5th Archetype Feature
16th +5 1d10 5 5th Ability Score Improvement
17th +6 1d12 5 5th Possessed Possessor Die
18th +6 1d12 5 5th Power Sacrifice
19th +6 1d12 5 5th Ability Score Improvement, Archetype Feature
20th +6 1d12 6 5th Possessor Incantation (2), Possessor True Possession


Possessed Armament[edit]

At 1st level, a piece of your soul inhabits a small object/animal/weapon. This becomes your Possessed Armament. The armament can appear- or disappear out of thin air in an empty space next to you at will, appearing as a slightly glowing almost ethereal object/animal, floating in the air around you. The armament is a piece of your soul, and will follow commands. As your possessor level increases the armament can perform a larger variety of commands. The effects of certain commands will be based on the outcome of your Possessor die. At 1st level your possessor die is 1d6, as you gain levels in the possessor class your possessor die increases as listed in the class table. Additionally your possessed armament can be used as an arcane focus for possessor spells.

picking a Possessed Armament
An object must be easily held. A weapon must have the light property-.An animal must be considered small.
No matter what you pick, it will not affect the usage of your armament, so feel free to get creative.
Examples of armaments could be; Dagger, Arrow, Bullet, Handaxe, Shortsword, Needle, Shoe, Mannequin hand, Sphere, Disc, Book, Rock, Skull, Hat, Raven, Squirrel, cat, dog, owl, rat. And so on and so fourth.


Follow Up[edit]

At 1st level, whenever you attack a target with a melee, ranged, or spell attack within 30ft, you can use your bonus action to attack the same target with your Possessed Armament. The attack deals necrotic damage equal to your Possessor Die.

If the attack prior to this feature was successful, "Follow Up" will automatically hit the target.
If not, you must roll to hit your target using your Spell attack modifier.
This attack does not provoke spell saves


Possessor Spellcasting[edit]

You strong indominable soul almost bursts out of your body, and if harnessed correctly, it can be used to fuel the arcane. Your soul, willing and strong, fuels your spells.

Possessor spells often mess with their targets consciousness, and affects the mind to bend the will of an enemy.
Spell Slots[edit]

Possessor spells are always cast with your highest spell slot level and you regain your spell slots after a short rest, similar to that of pact magic. The amount of spell slots you have and your slot level can be seen in the Possessor class table.

Spells Known of 1st Level and Higher[edit]

As a Possessor you know a few select spells innately, tied to possession. You learn more spells as you gain levels in the possessor class, as can be seen in the "Possessor Spellcasting" table below.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your possessor spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a possessor spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus[edit]

You can use your "Possessed Armament" as a spellcasting focus for you possessor spells

Possessor Spellcasting
Possessor level Spells learned
1 Command, Sleep
3 Crown of Madness, Calm Emotions
5 Hold Person, Suggestion
7 Compulsion, Dominate beast
9 Modify Memory, Dominate person
11 Raise Dead, Animate Objects
13 Create Undead
15 Resurrection
17 Clone
19 True Polymorph


Possessor Archetype[edit]

At 2nd level, you chose a possessor archetype. Choose between Worldly Possessor and Otherworldly Possessor, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th, 15th, and 19th level.


Haunt/Aid[edit]

At 3rd level you can use your bonus action to command your possessed armament to impose disadvantage or advantage on the next attack of target creature within 30ft, until the end of their next turn.

If the target is either hit or hits a target, you can use your reaction to increase the damage of it's attack with an amount equal to your Possessor die.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Stillness of Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Possessors Will[edit]

At 8th level, you can cast any spell from the "possessor spellcasting table" when out of combat without expending a spell slot, but only an amount of times equal to your charisma modifier. You regain all uses after a long rest.


Forced Telepathy[edit]

At 9th level, you can communicate telepathically with a creature no more than 100ft away from you for up to 1 minute. Additionally, while you are communicating you perceive through their senses, and you can forcibly take control of the recipients voice or speak through the recipient in your own voice, even if the recipient is normally incapable of speech.

If the target creature is unwilling, they have to succeed a charisma saving throw equal to your spell save DC in order to resist the telepathic link.
If the creature has a lower charisma modifier than you, they have disadvantage on the saving throw.
A creature is unaware that you are perceiving through them until you say something to them or through them.
While you are communicating you cannot move your on body.


Minor Possession[edit]

At 13th level, you can possess a creature with lower than 5 intelligence for 10 minutes up to 300ft away. During the possession you perceive through the creature and control it as if it was yourself. Any damage the creature sustains while you are possessing it you will also take as physic damage. All class features can still be used during the possession such as spells or armaments. Additionally at the start of combat you can use a reaction to end the possession.


Soul Cast[edit]

Beginning at 13th level, you can cast possessor spells at higher levels than your current spell slot level. When you cast a possessor spell above 5th level you must roll a possessor die for each spell level above level 5. You take necrotic damage equal to the amount rolled. The self damage bypasses resistances and immunities.

To use this feature you must have at least one unused spell slot.


Possessor Incantation[edit]

Beginning at 14th level, you learn one warlock incantation of your choice. You learn another incantation at 20th possessor level.

Additionally you can choose to replace one incantation with a new one whenever you level up the possessor class.


Possessed Possessor Die[edit]

Starting at 17th level, whenever your possessed die is rolled you can choose to get the maximum value. You can use this feature a number of times equal to your charisma modifier every combat


Power Sacrifice[edit]

Starting at 18th level, once per turn when you have no spell slots left, you can regain one possessor spell slot and cast one spell from the "possessor spellcasting table". Doing so deals one Possessor die necrotic damage to yourself. The self damage bypasses resistances and immunities.


True Possession[edit]

Starting at 20th level, you can cast the spell true polymorph once without using a spell slot, and you must use an entire day doing so. You pour your very soul into whatever you polymorph, making the duration infinite. Any damage the polymorphed object/creature takes is directly dealt to you as well. You form an inseparable link with the object/creature, and thus always know exactly where it is.

If the polymorphed object/creature dies or is destroyed, you die with it, regardless of hit points.
You may then cast this spell again... If you survive.

Possessor Archetypes[edit]

You soul awakens and your Possession abilities grow within you. You gain another Possession Armament depending on your choice of subclass called your Soul Armament.

Worldly Possessor[edit]

This subclass focuses on melee combat, however you are not a particularly healthy fighter able to stay in dangerous situations for long. You make up for your weaknesses with support, range, utility and agility.


Worldly Possessor Soul Armament

At 2nd level, you can pick any martial weapon, or medium size creature as your Soul Armament, the soul armament follows roughly the same rules as your possessed armament.

Your soul manifests in the form of a weapon or creature, a reflection of your inner self. It can be anything from a greatbow to a large hammer, or wolf to a bear.


Possessed Weapon

At 2nd level, you gain the option to attack with your soul armament. Using your action you can command your soul armament to attack or shoot an enemy within a 30ft radius from you. When attacking an enemy with your soul armament, you roll to hit using your Spell attack modifier, and the attack deals necrotic damage equal to your Possessor Die + Charisma Modifier

The weapon functions as an extension of yourself but is not able to be harmed, meaning you can attack at a relatively safe distance. Your soul armament also works with the "Extra Attack" feature


Ghostly Weapon

Your soul armament is ethereal and can attack through even some of the toughest armor. Starting at 6th level Your soul armament has a 1+ to hit and damage rolls. This bonus will increase at 12th level to +2, and again at 18th level to +3.


Soul Warp

At 11th level, whenever you successfully hit an enemy with your soul armament, you can use your bonus action to warp to an empty space 5ft from the target and immediately perform the "Follow up" class feature on the same target.

You can only perform one Soul Warp per turn.


Detached

Your soul is not as confined to your presence as it were before. At 15th level you can use your soul armament to attack up to 60ft away, but any attack further than 30ft has disadvantage. Additionally your soul armaments can pass and attack through walls and full cover within 30ft, but doing so will gives you disadvantage.


Vanquish

At 19th level you can simultaneously attack every creature within a 15ft radius with both your possessed- and soul armament. Using this feature requires great focus and stresses your soul, so it can only be used once per long rest without mayor drawbacks.

If used more than once the drawbacks get increasingly and exponentially worse as the strain tears away at your soul.
Second use; You take non-negated damage equal to your possessor die, and each attack from this attack is made with disadvantage.
Third use; In addition to prior effects, gain one point of exhaustion.
Fourth use; In addition to prior effects, you can no longer use any features from the possessor class requiring you to use any possessor armament for 10 minutes.


Otherworldly Possessor[edit]

This subclass focuses on ranged spellcasting and support abilities. You are able to do decent burst damage, but have few spell slots, but you more than make up for that with your consistent damage output and support.

Otherworldly Possessor Soul Armament

At 2nd level, you can pick a spellcasting focus as your Soul Armament, the soul armament follows roughly the same rules as your possessed armament.

Your soul manifests in the form of a magic catalyst, a reflection of your inner self. It can be anything from a staff to a grimoire.


Possessor Soul Armament Spellcasting

At 2nd level, you gain the option to cast spells using your soul armament as a spellcasting focus.

Upon picking this subclass you learn 3 cantrips of your choice from the sorcerer spell list. You learn an additional cantrip at 10th Possessor level.


Possession

Starting at 6th level you can use your bonus action to possess yourself or an ally, empowering them with your will until the end their turn.

The target must be within 30ft.
The target can add your possessor die to either a saving throw, an attack roll, or a damage roll.

Upon reaching possessor level 12th, when empowering an ally you can choose to empower yourself as well.


Awakening

Your innate aptitude for the arcane increases. At 11th level, using a bonus action, any possessor class features using a bonus action can be used on a target regardless of range, if you hit the target with a spell prior.

in Addition, some of your class features using bonus actions become stronger.
Follow Up; You can add your charisma modifier to the damage
Haunt/Aid; You can use this feature on a number of targets equal to half your charisma modifier.
Possession; You can add your charisma modifier to the possessor die roll


Transversive Steps

At 15th level, your soul quite literally pushes you in the right direction, granting you 10ft increased base movement


Overtake

At 19th level, you can overwhelm a creature, and possess it completely using a fraction of your power. You can cast the "Dominate Creature" spell at will, without expending a spell slot. Using this feature requires great focus and stresses your soul, so it can only be used once per long rest without mayor drawbacks.

If used more than once the drawbacks get increasingly and exponentially worse as the strain tears away at your soul.
Second use; You take non-negated damage equal to your possessor die, and the target creature has advantage to succeed saving throws to break free from the spell.
Third use; In addition to prior effects, gain one point of exhaustion.
Fourth use; In addition to prior effects, you can no longer use any features from the possessor class requiring you to use any possessor armament for 10 minutes.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Possessor class, you must meet these prerequisites: 15 Charisma

Proficiencies. When you multiclass into the Possessor class, you gain the following proficiencies: Arcana and Insight

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