Divine Domains Possession Domain A rift in the dimensional planes overlaying your world has caused a being from a nearby realm to be forcefully merged with your soul. It cannot be communicated with, but may take control of your body, transforming it in a manner befitting its own. Whether or not it will easily relinquish that control is never certain... Cleric - Possession Domain Level Features 1st The Nightmare Song, Bonus Proficiency 2nd Dimensional Instability 6th Nightmare Strength 8th Communion, Desperate Times 14th Abhorrent Whispers 17th The New Blood Possession Domain Spells Possession Doman Spells can only be cast during Convergence. Cleric Level Spells 1st Rend, Spurs 3rd Phase Shift, Phase Senses 5th Dark Projection, Dimensional Tear 7th Eviscerate, Plane of Madness 9th Dominate, Alter Memories The Nightmare Song The otherworldly entity harbored within you strives to break free and take control of its conduit into this realm. Starting when you choose this domain at 1st level, exceptionally stressful moments in your adventure will cause you to accumulate control tokens. Every time an exceptionally stressful event occurs to your character, and at the start of every turn in which your health is below half, add 1 control token and then roll a d12. If the result of the roll is equal to or lower than the number of your current control tokens added to your characters level of exhaustion, you will undergo Convergence. Convergence The otherworldly being within you merges its physical form with your own, and takes complete control of your body and consciousness. During Convergence you lose the ability to cast all spells except the Possession Domain spells listed above. In addition, you gain the following bonuses until you return to your normal form: Resistance against bludgeoning, piercing, and slashing damage

Advantage on any check that uses Strength or Charisma.

Your unarmed strikes now do 1d8 damage

Any attack or damage rolls you make that use Strength use Wisdom instead If you had less than 12 control tokens at the onset of Convergence, add control tokens until you have 12. At the end of every short or long rest roll a d12. If the result of the roll is equal to or higher than the number of your current control tokens minus your characters level of exhaustion, you will return to your original form. A long rest removes 6 control tokens, and a short rest removes 2.

Bonus Proficiency: Languages Starting when you choose this domain at 1st level, you can understand and read one additional language of your choice. During Convergence you are also able to speak this language. Channel Divinity: Dimensional Instability Starting at 2nd level, the unstable nature of your Convergence can be harnessed to allow you to act more frequently than usual. On your turn, you can use your Channel Divinity to take one additional action on top of your regular action and a possible bonus action. Starting at 17th level, using this ability allows you to take two additional actions instead of one, as long as they occur on the same turn. Nightmare Strength Starting at the 6th Level, your weapon or unarmed attacks deal an extra 4 damage of the same type during Convergence. This increases to an extra 8 damage at level 10, and an extra 14 damage at level 13 Communion Starting at the 8th Level, you become able to telepathically communicate with the otherworldly entity possessing your body. Desperate Times Starting at the 8th Level, you may choose to undergo Convergence of your own free will as an Action. When doing so, roll a d20. On a 1, the otherworldly entity takes over your body and cannot be removed via normal means. In either instance, you suffer 1 level of exhaustion upon returning to your regular form. Abhorrent Whispers Starting at the 14th level, you can use Possession Domain Spells when not undergoing Convergence. The New Blood At 17th level, as an Action you can undergo Convergence at any time, for as long as you wish. All previous restrictions are removed, and you can resume your regular form freely.

SPELL LIST Rend Level 1 Necromancy Casting Time: 1 Action

1 Action Range: Touch

Touch Components: S, V

S, V Duration: Instantaneous By focusing, you are able to temporarily convert a part of your host's body to your original nightmarish form. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Spurs Level 1 Necromancy Casting Time: 1 Action

1 Action Range: Self

Self Components: S, V

S, V Duration: 1 Hour By focusing, you are able to temporarily convert a part of your host's body to your original nightmarish form. Dark spurs erupt all over your body, granting 5 temporary HP as well as dealing 5 necrotic damage to anything that strikes you while you have this temporary HP. The temporary HP and cold damage both increase by 5 for each slot level spent above 1st for this spell. Phase Shift Level 2 Conjuration Casting Time: 1 Bonus Action

1 Bonus Action Range: Self

Self Components: S

S Duration: 1 round By harnessing your host's magical ability, you are able to briefly step from this world into yours. Using this ability allows you to teleport to a location up to 30 feet away in an unoccupied space that you can see. Phase Senses Level 2 Divination Casting Time: 1 Action

1 Action Range: Self

Self Components: S, V

S, V Duration: 1 hour By harnessing your host's magical ability, you are able to briefly peer through the lens of your original dimension. Using this ability allows you to see invisible creatures and objects as if they were visible for the duration. You also see into the Ethereal Plane. Ethereal creatures and objects appear translucent and ghostly. Dark Projection Level 3 Conjuration Casting Time: 1 action

1 action Range: self (30-foot cone)

self (30-foot cone) Components: V, S

V, S Duration: Concentration, up to 1 minute By concentrating, you are able to project your original aura from your host, instilling those who look upon it with the stark horror of an unimaginable world. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Dimensional Tear Level 3 Conjuration Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Concentration, up to 1 minute By concentrating, you are able to tear a whole between adjacent dimensions, and blight anything in the area with the harshness of an unimaginable world. A 20-foot radius sphere of thick hazy blood red air appears within range. The area is difficult terrain and creatures in the area are blinded. Any creature that starts its turn in the area takes 2d6 cold damage and any creature that ends its turn in the area must make a Dexterity saving throw or take 2d6 acid damage. Eviscerate Level 4 Evocation Casting Time: 1 Bonus Action

1 Bonus Action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute Malicious energy from your original dimension seeps into your host's body, charging their next attack with otherworldly power. The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and spirit, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Plane of Madness Level 4 Enchantment Casting Time: 1 Action

1 Action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Malicious energy from your original dimension seeps into this world in a spot of your choosing. Those who walk within it are subject to madness inflicted by the horrors of a plane beyond their comprehension. Creatures within a 10 foot radius sphere centered on the spot make a Wisdom save. On a failure, the creature is maddened and must roll 1d10 at the start of its turn to determine its action. 1: Creature moves in a random direction

2-6: The creatures makes no movement or action

7-8 Creature attacks a random nearby creature

9-10: The creature moves and attacks normally The radius of influence increases by 5 feet for each slot level above 4th used to cast this spell. Dominate Level 5 Enchantment Casting Time: 1 Action

1 Action Range: 60 Feet

60 Feet Components: V, S

V, S Duration: Concentration, up to 1 minute As your foothold in this dimension grows, you become able to temporarily extend your influence beyond your host and attempt to control another humanoid creature. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. Alter Memories Level 5 Enchantment Casting Time: 1 Action

1 Action Range: 30 Feet

30 Feet Components: V, S

V, S Duration: Concentration, up to 1 minute As your foothold in this dimension grows, you become able to temporarily extend your influence beyond your host and attempt to twist the mind of another creature. A creature that you can see within range makes a Wisdom saving throw or is charmed by you. While the charm lasts you can affect the target's memory of an event that happened within the last 24 hours and lasted no more than 10 minutes. By using a higher slot level, you can modify an event that happened up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).