Possessed A half-orc cornered in a dark alley turns to face his pursuers, lifting his axe in preparation for battle. As he leaps into the fray shadowy tendrils stretch out of his arms and strike towards his enemies, turning their assured grins to cries of fear. A halfling lifts the hatch to castle’s secret passageway. She looks around warily, releasing a floating orb of magical energy from her palm. It shoots down the hall and disappears. The halfling jumps down the hatch in pursuit. A human in the heat of battle sees a stray goblin leap onto an unwary ally. His eyes glow blue for a moment and he extends an arm as if to grab the goblin, though hopelessly out of reach. An ethereal hand leaps into being and grabs the goblins wrist, buying his ally a life saving moment. Living with a companion spirit in a single body, the possessed learn to live with, and thus command their second spirit for the benefit of both their lives. A Symbiotic Relationship The Spirit is a varied being, ranging from ethereal ghosts to incorporeal Fey and Fiends. These beings exist before they are bound to mortal flesh. A Spirit and its host are not undead. The spirit and host are both aware of each other's presence, and willingly agree to help one another. A possessed might stem from magic similar to the undead, but it retains its soul and free will. Possessed use their bond to protect themselves and to enhance their own physical and mental abilities. The host allows the spirit some movement and in return the spirit grants them protection, watching their back and distracting their foes. The pair together defeat enemies through distraction, and protect allies by harassing and dogging threats with ethereal and physical means. Finding a Balance The Spirit that inhabits a body often has a goal it wishes to accomplish, or a lifestyle it wishes to lead.

It may have been unable to live its previous life to its

wishes, or it may have agreed to share a body to learn

new experiences. No matter the case, the spirit has a

goal, and the host has a goal. The host does not always

willingly become a possessed, and may wish to end their possession, help their lifelong companion, or use their new powers for their own gain. Possessed do not have an innate hatred towards any

one group, but they are aware of the rumors and misconceptions surrounding them, and so tend to avoid clergy and regular civilians, learning instead to disguise their appearance and what they are. For a Possessed pair, being an adventurer means

accepting the second being living within you and either dominating or embracing it. The transition to an

adventurer is almost a natural one, simply following the nature of the very being they have become. Creating a Possessed As you make your Possessed character, think about the situation that lead to a spirit being forced into an already inhabited body. Were you the subject of a cruel experiment to create intelligent undead? Are you a noble possessed by his ancestors to return the family to its roots? Were you born in the same room a man who never finished his mortal mission died in? Or did you willingly seek to be possessed? Think about what made you leave your previous stable condition. Were you just recently possessed? Were you finally discovered living among villagers and cast out? Did you come to terms with what you are? Is there some deal or agreement between you and your spirit? What kind of relationship do you have with your spirit? What is it, and what kind of personality does it have? Because of the huge range of spirits and the nature of the host, possessed have no strong affinity for a single alignment.

The Possessed Level Proficiency Bonus Features 1st +2 Spirit, Cursed Hand 2nd +2 Command (1 use) 3rd +2 Haunt (1 use) 4th +2 Ability Score Improvement 5th +3 Spirit Feature, Cursed Hand improvement (1d8) 6th +3 Ghoulish Grasp 7th +3 Command and Haunt (2 uses) 8th +3 Ability Score Improvement 9th +4 Pure Flesh 10th +4 Protective Host 11th +4 Spirit Feature, Cursed Hand improvement (2d8) 12th +4 Ability Score Improvement 13th +5 Ancient Grip 14th +5 Command and Haunt (3 uses) 15th +5 Symbiosis 16th +5 Ability Score Improvement 17th +6 Spirit Feature 18th +6 Command and Haunt (4 uses), Cursed Hand improvement (3d8),Ancient Grip Improvement 19th +6 Ability Score Improvement 20th +6 Ethereal Nature Quick Build You can make a possessed quickly by following these suggestions. First, make Wisdom your highest score, followed by your Strength. If you plan to choose the Sinner or the Beast, make Dexterity your seond highest score instead. Next, choose the hermit background. Class Features As a possessed, you gain the following class features. Hit points Hit dice: 1d8 per possessed level

Hit points at 1st level: 8 + Constitution modifier

Hit points at higher levels: 1d8 (or 5) + your Constitution per possessed level after 1st proficiencies armor: light armor

weapons: all simple weapons

tools: forgery kit



saving throws: wisdom, strength

skills: choose two from athletics, insight, investigation, perception, survival 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 scholar’s pack or (b) a dungeoneer’s pack

leather armour and two daggers Spirit You are inhabited by a spirit that shares your body. At 1st level, you choose one of the following spirits to live with: An ancient hero; a wild beast; a trickster; or an irredeemable sinner. The different spirits are detailed at the end of the class description. Cursed Hand At 1st level, the weapon you wield is cursed to be yours. Your weapon damage scales with your possessed level. At level 5, your attacks with weapons deal an additional 1d8 necrotic damage. This increases to 2d8 at 11th level and 3d8 at 18th level. Command You can call upon your spirit for aid in desperate times. Starting at 2nd level, you gain the power to force one creature within 30 feet to make constitution saving throw (dc 8 + your proficiency bonus + your wisdom modifier). On a failed save, the creature has disadvantage on all rolls for 2 rounds. You have one use of the ability, after which you need to take a long rest to use it again. You can use it twice between rests at 7th level, 3 times at 14th level, and 4 times at 18th level. Haunt At 3rd level, when you target a creature with your cursed weapon, you can designate that creature as a “haunted.” If you do, you have advantage on all rolls against it for one minute. At the end of each of its turns, the target can make a wisdom save vs. your spell save dc (8+ proficiency + wisdom modifier) to end the effect. After you use this ability, you can’t use it again until you take a long rest. You gain 2 uses per rest at 7th level, 3 times per rest at 14th level, and 4 times per rest at 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. as normal, you can’t increase an ability score above 20 using this feature.

Ghoulish Grasp At 6th level, your cursed weapon counts as magical for the purpose of overcoming resistances. Additionally, you can select two creatures for your haunted per cast. Pure Flesh Starting at 9th level, any creature designated as your haunted takes an additional 1d8 necrotic damage from your cursed weapon Protective Companion At 10th level, your spirit can temporarily reach out of you at your command. You can cast arcane eye and dominate beast once per long rest. Your arcane eye appears in the guise of your spirit, or some apparition useful to your spirit. Ancient Grip At 13th level, your spirit has greater power outside your body. Any haunted within 10 feet cannot take opportunity attacks, and if they start their turn in that area their speed is halved. This area increases to 30 feet at level 18. Symbiosis At 15th level your exposure has made you more than human. You no longer need to sleep, eat or breathe. Additionally, if your haunted dies while designated, you regain the usage of that haunt. Ethereal Nature: At 20th level, your merging with the spirit is perfected, opening you to perspectives most don’t perceive possible. You are immune to psychic damage. You are permanently under the effects of the true seeing spell, and can force a creature in sight to fail a saving throw using your reaction. Once you use this ability, you cannot use it again till you finish a short or long rest. Spirits The spirit that inhabits the host is what truly diffrentiates them. Your chosen spirit does not necassarily indicate that spirits past or personality, but it is an indicaton of what techniques they follow to accomplish their goals. The Fallen Hero The fallen hero was once a being of huge power. this spirit bestows upon you the strength and might that it once held. Bonus Proficiency: When you choose this archetype at 1st level, you gain proficiency with medium and heavy armor, shields, and martial weapons. Protective: When you are bound to a fallen hero at 1st level, you can use your reaction to reduce ranged attack damage against you by an amount equal to your wisdom modifier. You also immediately increase your hp by 1, and increase it by 1 every possessed level after. Camaraderie: Your spirit fights beside you in battle. Once per round, starting at level 5, your spirit can attack a creature within 10 feet using your action. If you do, that creature must make a dexterity saving throw (dc 8 + your proficiency bonus + your wisdom modifier). On a failed save, the creature takes 2d6 bludgeoning damage and is pushed away or pulled towards you 5 feet. at 11th level, this increases to 4d6 and 10 feet of movement - dealing half as much with no movement on a successful save. Legendary Endurance: Your proximity to your spirit has changed the very composition of your body. starting at 11th level, you can use your action to regenerate 1d8 + constitution modifier hit points immediately, then 2 hit points per round for the next minute (20 hit points). You can use this feature once per long rest. Birth of a Hero: At 17th level, your spirit finds you equal to its former glory. you can use your legendary endurance twice per long rest. additionally, you can cast forcecage once per long rest. The Wild Beast The wild beast is a spirit dependant on the emotions and instincts it once held. it bestows upon you the primal strength of the wild. Bonus Proficiency: When you choose this archetype at 1st level, you gain proficiency with medium armour. Soul of the Wild: Starting at 1st level, your humanoid form becomes a facade. as an action, you can reveal your inner beast against any subject of your haunt. the creature is stunned for one round. you can use this feature once per long rest. due to the shifting of your internal organs, your base AC is 13.