Possessed Class

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Possessed

Possessed

A haggard elf is tossed before a king. The king looks down with disdain before a pause and suddenly he is mesmerised by his new guest. He steps down to honour the elf as a demonic language slithers out of the guests lips.

Gnolls tear at a village where a firbolg tends to the wounded. As the gnolls descend, the firbolg turns and suddenly brandishes celestial wings and unleashes holy fury upon peace’s disturbers.

Flickering in and out of reality, a human silently creeps into the castle, felling the drawbridge and commanding their compatriots forward.

Lurking in the eyes of the possessed is an otherworldly vigor stemming from another entity within their body. Those who are possessed may have tread mans paths first, but now that they are possessed their lives are irrevocably changed and must adapt to the presence of a strange entity inside their bodies and minds at all times.

The Battle Inside

A possessed and their possessor are in a constant struggle for control over the body which they both inhabit. The possessor bears magical powers from another world and has been forced to loan some of their power to whom they possess so that they must both survive. The battle is a battle for compromise as much as a battle for control.

This split consciousness gives the possessed power far beyond their normal form. They can exert a portion of their power to strike with the force of two worlds or channel psychic energy between their two entities or out at a foe. Exerting this fantastic power always comes at a cost and there is a chance that once the possessed has performed a mystical deed, they will shift and lose control over their own body - their possessor pushing them to the back of their shared mind and taking over. With a grin, they may follow their own dastardly aims.

Bound as One

The two entities are trapped together by an uncommon bond, even among magical bonds. It seems impossible that the possessor will ever be released from their prison inside another’s body and so they often urge the possessed into a life of adventure. The possessor may seek eventual release from the possessed, or seek to work together to attain greater power for they are stronger together than they ever were alone.

The possessor could be a fiend who has been imprisoned within a body with a mind too strong for it to escape to wreak havoc on the world. Or perhaps a celestial soul was forced into a mortal’s form and now seethes with vengeance, or a ghost never released its deathly hold over another. Whatever is inside a possessed, their life is changed and a life of danger and adventure is all that awaits them.

Creating a Possessed

When you are creating a possessed, think about what caused the possessor to become trapped within the possessed’s body. Did a deity force the two together? Were they tricked by a legendarily powerful wizard or sentient item, or perhaps the two sought out each other for mutual protection and to gain power together? Think about the personalities of the possessed and possessor and how they interact and their relationship dynamic. Does the possessor seek to break free and thwart the differently aligned possessed or have they learnt to work together through mutual compromise?

How does the possessed feel about using another's power or the whispers in their head from another entity who does not own this body? How does the possessor feel about being unable to escape the new body they inhabit and allowing the other entity to use their power? How do they talk together during downtime or during combat? Is one silent when the other is in control or incessantly whispering?

The Possessed
Level Proficiency Bonus Features Control Points Control Die 1st 2nd 3rd 4th 5th
1st +2 Possession Feature, Control, Spellcasting 2 1d6
2nd +2 Fighting Style, Transfer Possession (1/rest) 2 1d6 2
3rd +2 Possession Feature 3 1d6 3
4th +2 Ability Score Improvement 4 1d6 3
5th +3 Attack Surge 5 1d8 4 2
6th +3 Possession Feature 6 1d8 4 2
7th +3 Mental Symbiosis, Transfer Possession (2/rest) 7 1d8 4 3
8th +3 Ability Score Improvement 8 1d8 4 3
9th +4 9 1d8 4 3 2
10th +4 Greater Control 10 1d8 4 3 2
11th +4 Improved Attack Surge 11 1d10 4 3 3
12th +4 Ability Score Improvement 12 1d10 4 3 3
13th +5 13 1d10 4 3 3 1
14th +5 Possession Feature 14 1d10 4 3 3 1
15th +5 Psychic Redirection, Transfer Possession (3/rest) 15 1d10 4 3 3 2
16th +5 Ability Score Improvement 16 1d10 4 3 3 2
17th +6 17 1d12 4 3 3 3 1
18th +6 Possession Feature 18 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 19 1d12 4 3 3 3 2
20th +6 Total Control 20 1d12 4 3 3 3 2

—Spell Slots per Spell Level—

Optional Rule: Multiclassing

If your game uses the optional rule on multiclassing in the player’s handbook, here’s what you will need to know if Possessed is one of your classes.

Ability Score Minimum. If you are a multiclass character, you must have at least 13 in Charisma to take a level in this class, or a 13 in Charisma in both the possessed and possessor characters to take a level in another class if you are already a Possessed.

Proficiencies Gained. If Possessed isn’t your initial class, you gain proficiencies in light armor, medium armor, shields, simple weapons and martial weapons when you take a level in Possessed.

Possessor. If Possessed isn’t your initial class, you must make a separate character sheet for your possessor. Follow the guidelines in the Possessed and Possessor class features to make this. Both the possessed and possessor have the same levels and abilities from the other class(s) you have chosen. If the possessed uses an ability from another class that cannot be used again for a period of time, it cannot be used by the possessor until that time has elapsed or the conditions for using it again have been met.

Quick Build

You can make a possessed quickly by following these suggestions. First, Charisma should be your highest ability score across both characters, followed by Dexterity. Second, choose the Haunted One background from the Curse of Strahd Adventure Book.

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 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per possessed level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None


Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, Insight, Intimidation, Perception, Persuasion and Religion.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a heavy crossbow with 20 bolts or (b) any ranged weapon
  • (a) two shortswords or (b) one melee weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A mark of possession.

Possessed and Possessor

When you make a possessed character, prepare two character sheets for two characters who share the same body. One of these characters will be the 'possessed character' and the other will be the 'possessor character'. Where the term 'you' is used, the rules apply to both the possessed character and the possessor character. For example, if "you must complete a long rest to regain an ability", this means so long as one of the characters completes a long rest while in control of the body, the corresponding ability is regained. Alternatively, 'you' may refer to the player. Where the term 'possessor character' is used, those abilities only apply for when the possessor character is in control and cease to function when they are not.

The two character sheets may only differ in the following ways:

  • Intelligence, Wisdom and Charisma scores
  • Skill and tool proficiencies and languages
  • Background (choose equipment from one of the backgrounds to gain and discuss with your DM whether you gain the feature from both or one)
  • Personality, bonds, ideals and flaws
  • Character name
  • Character backstory
  • Allignment
  • Allies & organisations

When you switch between the two characters, their remaining hit points (including temporary hit points) carry over to the other, along with their prepared spells and any expended spell slots, their equipment, their remaining control points and any conditions persist. If the possessed character had 5 hit points remaining and lost control, the possessor character would also have 5 hit points remaining for example. They occupy the same body and so nothing physical changes around them when the switch happens. They maintain the same order in initiative if the switch happened during combat. You lose concentration on any spells or effects when you switch.

Possession

At 1st level, choose a possession which describes what kind of entity is the possessor: Caged Celestial, Deathly Spirit or Imprisoned Fiend are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 14th and 18th level.

Possession Spells

Each possession has a list of spells that you gain at the possessed levels noted in the possession description. Once you gain a possession spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a possession spell that doesn't appear on the possessed spell list, the spell is nonetheless a possessed spell for you.

Control

Whoever holds sway in the body at a time has a measure of control over the other, whether it be possessed or possessor. This is represented by control points and control die.

Control Points

At 1st level, you have a number of control points representing the amount of energy a character can expend before losing control of the body. Your possessed level determines the number of points you have, as shown in the Control Points column of the Possessed table. You regain all spent control points when you finish a short or long rest.

Control Die

Usually when you spend control points you will be required to roll a die. When you are prompted to do so, you roll the die indicated in the Possessed table for your level. At 1st level, this die is a d6 and will change as you gain possessed levels, as shown in the Control Die column of the Possessed table.

Power Surges

You may spend control points to trigger power surges. These are the power surges available to you at 1st level. You will gain additional power surges from your subclass. You may expend a number of control points on a power surge up to half your proficiency bonus (rounded up). You have the following power surges available to you:

  • Twin Blast When you hit a creature with a weapon attack or unarmed strike, you can expend control points to deal additional psychic damage to the target. The extra damage equals one roll of your control die for each control point you expended.
  • Twin Mind When you fail an Intelligence, Wisdom or Charisma saving throw, you may spend control points to increase your saving throw roll, potentially causing yo to succeed instead. The increase equals one roll of your control die for each control point you expended.

Losing Control

When you have expended all of your available control points, there is a chance that whoever is in charge of the body will lose control and the body will be taken over by the other character. When this happens, the one who is currently in control must make a contested Charisma check against the one who is not in control. The possessed character wins ties. If the one who is currently in control loses the check, the player switches to the other character sheet and refers to the rules in the Possessed and Possessor class feature.

Whenever you take a short or long rest the character not currently in control may attempt to regain control by forcing another contested Charisma check against the character currently in control. If it is a long rest, you may choose one of the characters to make the check with disadvantage.

Spellcasting

You can draw on the powers granted by your possessor to cast possessed spells. See chapter 10 in the PHB for the general rules of spellcasting and the spell list below for possessed spells.

Cantrips

At 1st level, you know 2 cantrips which are granted to you by your possession.

Preparing and Casting Spells

The Possessed table shows how many spell slots you have to cast your possessed spells. To cast one of your possessed spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of possessed spells that are available for you to cast, choosing from the possessed spell list. When you do so, choose a number of possessed spells equal to the Charisma modifier of whoever is in control after finishing the long rest + half your possessed level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of possessed spells requires time spent communing with your possessor: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your possessed spells, since your power derives from your ability to control the magic of your possessor. 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 possessed 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

Ritual Casting

You can cast a possessed spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Mark of Possession

You can use a mark of possession as a spellcasting focus for your possessed spells. A mark of possession could be a branding on your skin, a mystical tattoo, a small object such as a magical gem or a magical artefact. The mark will represent your possessor in any way that it can. A mark of possession does not need to be held in your hands for it to act as a spellcasting focus but it must touch your skin somehow.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with

two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Transfer Possession

At 2nd level, as an action you may send a part of the consciousness of your possessor into the mind of a willing creature you touch. For one hour, you may see and hear through the senses of that creature and may telepathically communicate with that creature through the possessor character. You may still act and function as normal while this ability is active. This ability ends if the creature moves 1000 feet or more away from you, if one hour passes, you end this ability as a bonus action or use this ability again. This ability also ends due to an effect like the dispel evil and good spell or if the creature drops to 0 hit points. You may only possess one creature in this way at a time. You must complete a short or long rest before you may use this ability again. At 7th level, you may use your transfer possession twice between rests, and beginning at 15th level, you may use it three times

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, the possessed character can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. At the same levels, the possessor character 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.

If you increase the Strength, Dexterity or Constitution scores of one of the characters, you must increase the same score by the same amount on the other. If you take a feat with one of the characters using the optional feat rule, then the other character must also gain the same feat which uses up their ability score improvement as well.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Attack Surge

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

At 11th level, you may spend 1 control point when you take the Attack action on your turn to attack three times, instead of twice.

Mental Symbiosis

At 7th level, the possessed and possessor's minds overlap and interact more thoroughly. When the possessed character makes an ability check using a skill or tool which the possessor character is proficient in, the possessed character may add half their proficiency bonus to the roll, rounded down.

In the same way, when the possessor character makes an ability check using a skill or tool which the possessed character is proficient in, the possessor character may add half their proficiency bonus to the roll, rounded down.

Additionally, any languages which are known by one out of the possessed character or the possessor character are now known by both.

Greater Control

When you reach 10th level in this class, your control over your body and your possessor is greater. As a bonus action, you can cause the character currently in control to lose control by expending one use of your transfer possession feature. When a character attempts to regain control during a short rest, you can choose either character to have disadvantage on the Charisma check.

Additionally, you can regain some of your magical power at the loss of control. As a bonus action, you may expend control points to regain an expended spell slot. You must expend a number of control points equal to the level of the spell slot. You must complete a short or long rest before you can do this again.

Psychic Redirection

At 15th level, when you suffer damage of one of the types which you can deal with your Twin Blast power surge, you may use your reaction to reduce the damage by two rolls of your control die plus your Charisma modifier. If you then expend 1 control point, you may make a ranged spell attack against a creature within 60 feet, dealing the amount and type of damage which you prevented on a hit.

Total Control

When you reach 20th level in this class, you can cause the character currently in control to lose control as a bonus action infinitely many times without using your transfer possession feature.

Additionally, you may expend control points to regain an expended spell slot infinitely many times. You must still expend a number of control points equal to the level of the spell slot that you regain.

Possessions

Your possessor could be any kind of otherworldly entity. You may choose which possession best fits your possessor's true nature out of the following: caged celestial, deathly spirit or imprisoned fiend.

Caged Celestial

Your possessor is a celestial who has become caged within your body. They offer you righteous power while biding their time to unleash their divine fury.

Caged Celestial Spells
Possessed Level Spells
2nd command, cure wounds
5th lesser restoration, zone of truth
9th revivify, spirit guardians
13th aura of life, bolt of coalescence
17th greater restoration, summon celestial

Celestial Entity

When you choose this possession at 1st level, you count as both your normal race and as celestial to spells and other effects that detect the presence of the celestial creature type. Your possessor character also knows Celestial. Additionally, when you use your twin blast power surge, you can choose to deal radiant damage instead of psychic damage.

Bonus Proficiency

When you choose this possession at 1st level, you gain proficiency in heavy armor.

Additional Fighting Styles

When you reach a level which allows you to pick a new fighting style or change one, you may also choose from the following additional fighting styles:

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as possessed spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Power Surge: Divine Healing

At 3rd level, you gain the following power surge:

  • Divine Healing As an action, you can touch a creature and expend control points to cause the creature to regain hit points. The creature regains hit points equal to one roll of your control die for each control point you expended.

Celestial Fortitude

At 3rd level, your celestial possessor bolsters your mortal frame making you immune to disease.

Protective Radiance

At 6th level, as an action you can expend one use of your transfer possession to create a 10-foot radius aura centered on you. Creatures within this aura may add one roll of your control die to any saving throw they are forced to make. If the possessed character is in control, at the start of each creature's turns within the aura, they gain temporary hit points equal to one roll of your control die.

If the possessor character is in control, once on each creature's turns while they are within the aura, they may deal additional radiant damage equal to one roll of your control die on an attack they make.

This aura lasts for 1 minute while you are conscious.

Overflowing Divinity

After reaching 14th level, whenever you cast a spell using a spell slot or use a class feature to restore hit points to a creature, you may replace the number on one of the die with the highest number possible for that die.

In addition, creatures within your Protective Radiance aura are immune to the frightened condition.

Empowered Radiance

At 18th level, the radius of your Protective Radiance aura increases to 30 feet.

Angelic Emissary

Upon reaching 18th level, the possessor character can transform the body into an angelic form. As an action, the possessor character transforms and gains a flying speed of 60 feet and all their weapon attacks deal an additional 1d12 radiant damage for 1 minute.

When the possessor character transforms in this way, they immediately unleash a burst of divine energy. Each creature the possessor character chooses within 30 feet must make a Charisma saving throw against the possessor character's spell save DC, taking 5d12 radiant damage and becoming blinded on a failure, or taking half the damage and not becoming blinded on a success. At the end of each of an affected creature's turns, they may retake the saving throw, ending the effect on a success.

This transformation ends if the possessor character falls unconscious, they lose control, 1 minute passes or they end it early as a bonus action. While transformed in this way, the possessor character cannot maintain or use their transfer possession ability and their protective radiance aura ceases to function for the duration. The possessor character cannot use this feature again until you finish a long rest.

Variant: Fallen Celestial

If your possessor is an evil celestial or fallen from grace in some way, you may choose to change every instance of the term radiant in this possession to read necrotic instead.

Deathly Spirit

Your possessor is an ancient ghost or a lost soul that attempted to possess you but failed to take full control and is now trapped within your body. They have an intimate understanding of death and undeath and weild unnerving ethereal abilities.

Deathly Spirit Spells
Possessed Level Spells
2nd cause fear, minor possession
5th invisibility, ray of insanity
9th summon undead, speak with dead
13th death ward, phantasmal killer
17th danse macabre, temporal shunt

Dead Inside

When you choose this possession at 1st level, you count as both your normal race and as undead to spells and other effects that detect the presence of the undead creature type. Your possessor character also knows one additional language of your choice, preferably one they knew in life. Additionally, when you use your twin blast power surge, you can choose to deal necrotic damage instead of psychic damage.

Deathly Spirit Cantrips

At 1st level, you learn two cantrips of your choice from the Necromancy or Illusion schools of magic. They count as possessed spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the above schools.

Power Surge: Ethereal Shunt

At 3rd level, you gain the following power surge:

  • Ethereal Shunt As a reaction, when you are hit with an attack or forced to make a Dexterity saving throw you can expend control points to increase your AC or your saving throw roll, potentially causing that hit to now miss or for you to succeed where you would have failed. Your AC returns to normal immediately after the attack hits or misses. The increase equals one roll of your control die for each control point you expended.

Twisted Through Undeath

At 3rd level, you do not age, you do not need to breathe, and you don't require food, water, or sleep, although you still benefit from finishing short and long rests. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

Ghosts Everywhere

At 6th level, when you have used your transfer possession on a creature, you may use your Ethereal Shunt power surge to increase the AC or Dexterity saving throw of a creature that you are possessing just as you would if you were hit. Using your Ethereal Shunt in this way uses your reaction and you must expend control points as normal.

Embrace the Incorporeal

At 6th level, when the possessor character is in control, they can move through other creatures as if they were difficult terrain and can move through a space as narrow as 1 inch without squeezing.

In addition, as a bonus action, they can magically become invisible, along with any equipment they are wearing or carrying, until the start of their next turn. While invisible in this way, they cannot maintain or use their transfer possession ability. You must finish a short or long rest before they can use this bonus action again.

Subsumed in Death

At 14th level, you have resistance to necrotic damage.

Additionally, you have advantage on death saving throws and when you regain consciousness after being reduced to 0 hit points, whichever character is currently in control may choose to lose control.

Ethereal Mirage

At 18th level, when you use your transfer possession ability, you no longer end a previous use of the ability and may use the ability on multiple targets when you activate it and maintain your transfer possession for the usual duration.

When you use your Ethereal Shunt power surge to increase the AC or Dexterity saving throw of a creature that you are possessing, you no longer use your reaction. However, you must expend an additional control point for each time you use this ability. The cost of your Ethereal Shunt power surge resets to the normal cost of control points at the start of each of your turns.

Ghost

At 18th level, the possessor character may reform the body into their true ethereal form. As an action, the possessor character may transform to gain the following benefits for 10 minutes:

  • They can move through objects as if they were difficult terrain but may not end their turn inside objects.
  • They can see up to 60 feet into the Ethereal Plane.
  • They are invisible, along with anything they are wearing or carrying.

You return to your normal form after 10 minutes have passed, the possessor character loses control, they become unconscious or they return to their normal form as a bonus action. While this ability is active, they cannot maintain or use their transfer possession ability. The possessor character cannot use this feature again until you have completed a long rest, unless you expend a 5th-level spell slot to use it again.

Imprisoned Fiend

Your possessor is a dark fiend who has been imprisoned within your body. They possess an alluring charm and are a master manipulator. Imprisoned fiends usually teach those they have possessed to control the minds of those around them and trick, intimidate or persuade others to follow their dark desires.

Imprisoned Fiend Spells
Possessed Level Spells
2nd charm person, dissonant whispers
5th darkness, crown of madness
9th summon lesser demon, fast friends
13th summon greater demon, charm monster
17th infernal calling, dominate person

Fiendish Nature

When you choose this possession at 1st level, you count as both your normal race and as fiend to spells and other effects that detect the presence of the fiend creature type. Your possessor character also knows Infernal or Abyssal (your choice.) Additionally, when you use your twin blast power surge, you can choose to deal fire damage instead of psychic damage.

Imprisoned Fiend Cantrips

At 1st level, you learn two cantrips of your choice from the Conjuration or Enchantment schools of magic. They count as possessed spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the above schools.

Power Surge: Beguiling Mind

At 3rd level, you gain the following power surge:

  • Beguiling Mind When a creature succeeds on a Wisdom saving throw against a spell you cast or a deal you made, you may spend control points to decrease the number they rolled. The decrease equals one roll of your control die for each control point you expended.

Mind Whisper

At 3rd level, you can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.

When you speak telepathically to a creature, you can cause your voice to be heard in its mind as a demonic whisper or a divine command or in any way you wish. The creature may make an Intelligence ability check against your Charisma (Deception) check to identify the voice as a telepathic message from somewhere in the vicinity. The creature does not necessarily know it is you that was communicating with it.

Deal like a Devil

At 6th level, you have learnt how to make magical deals with other creatures. The possessed and possessor characters gain proficiency in the Persuasion skill, if either of them are already proficient in Persuasion, they may choose a different skill of their choice from the list of skills available to possessed at 1st level.

You may make deals. To make a deal you must talk to a creature for at least 1 minute uninterrupted, weaving magical manipulative words into what you say. After which time the creature you are attempting to make a deal with must make a Wisdom saving throw against the character's Deal Save DC for the character which is currently in control. A character's Deal Save DC equals 8 + the character's Persuasion modifier. A creature may willingly fail this saving throw. If a creature fails the saving throw, you may choose to make one of the deals you know with it (detailed below). You can have a number of deals made with different creatures at a time. Deals cannot be made with creatures which are immune to being charmed or who are currently in combat.

At 6th level, you learn 3 lesser deals and may learn 1 additional lesser deal at 14th and 18th level. When you do so, you may choose 1 of the deals which you already know and replace it with a different one. You can make a number of deals equal to your proficiency bonus and regain all expended uses when you complete a long rest. You cannot attempt to make a deal with the same creature again until 1 hour has passed.

Fiendish Resilience

At 6th level, when the possessor character is in control, as an action they may expend one use of their transfer possession ability and choose a damage type. You gain resistance to that damage type until the possessor character expends a use of transfer possession to use this again. Resistance to the chosen damage type persists if the possessor character loses control. Damage from magical weapons or silver weapons ignores this resistance.

Insidious Whispers

At 14th level, when you cast a spell that requires a Wisdom saving throw from a single creature, you can cast that spell out to a range of 120 feet using your mind whisper feature without requiring verbal components.

Master of Deals

When you reach 18th level, the possessed character has grown proficient at making deals and begins to specialise. The possessed character learns 2 greater deals.

Release the Fiend

At 18th level, the possessor character can transform the body into their true fiendish form. As an action, the possessor character can transform to gain the following benefits for 1 minute:

  • Their fiendish vigor grants them advantage on saving throws against spells and other magical effects.
  • They emanate an aura in a 30-foot radius that seeps into and controls the minds of others. The first time creatures of your choice enter the aura or ends their turn there, they must succeed on a Wisdom saving throw against your possessed spell save DC. On a failure, the creature becomes charmed or frightened of the possessor character (your choice). If they are charmed, their motions are sluggish. They cannot take reactions while they are charmed in this way and on their turn they can take an action or a bonus action but not both. If they are frightened, fear roots them to the spot and their speed is 0 while they are frightened in this way. If the creature takes any damage, they may repeat the saving throw, ending the effect on a success.

This transformation ends if the possessor falls unconscious, they lose control, 1 minute passes or they end it early as a bonus action. While this ability is active, they cannot maintain or use their transfer possession ability and cannot use any deals they may have previously made. The possessor character cannot use this feature again until you finish a long rest.

Deals

Here is a list of deals which are available for you to pick from as described in the Deal like a Devil and Master of Deals section. The deals are ordered between Lesser and Greater deals.

Lesser Deal of Discovery. At any point in the following 24 hours after this deal has been made, you may cast the locate creature spell once without expending a spell slot, locating the creature which you made this deal with.

Lesser Deal of Disruption. At any point in the following 24 hours after this deal has been made, you may cast the blindness/deafness spell once without expending a spell slot, targeting only the creature which you made this deal with.

Lesser Deal of Curses. At any point in the following 24 hours after this deal has been made, you may cast the bestow curse spell once without expending a spell slot, targeting only the creature which you made this deal with.

Lesser Deal of Fear. At any point in the following 24 hours after this deal has been made, you may cast the enemies abound spell once without expending a spell slot, targeting only the creature which you made this deal with.

Lesser Deal of Friendship. At any point in the following 24 hours after this deal has been made, you may cast the fast friends spell once without expending a spell slot, targeting only the creature which you made this deal with.

Lesser Deal of Greed. At any point in the following 24 hours after this deal has been made, you may cast the incite greed spell once without expending a spell slot, targeting only the creature which you made this deal with.

Lesser Deal of Madness. At any point in the following 24 hours after this deal has been made, using an action you may cause the creature to make a Wisdom saving throw against the Spell Save DC of the character who made this deal. On a failure, the creature suffers one randomly determined long-term madness for 1 hour. You can force the creature to make the save only once.

Lesser Deal of Possession. When this deal has been made, you may use your transfer possession feature on this creature. This creature counts as a willing creature for such purposes for 24 hours.

Lesser Deal of Wrath. At any point in the following 24 hours after this deal has been made, you may cast the crown of madness spell once without expending a spell slot, targeting only the creature which you made this deal with.

Greater Deal of Binding. At any point in the following 24 hours after this deal has been made, you may cast the tether essence spell once without expending a spell slot, targeting only the creature which you made this deal with. You must have the material components on your person when you cast this spell and the components are consumed.

Greater Deal of Dominance. At any point in the following 24 hours after this deal has been made, you may cast the dominate monster spell once without expending a spell slot, targeting only the creature which you made this deal with.

Greater Deal of Imprisonment. At any point in the following 24 hours after this deal has been made, you may cast the forcecage spell once without expending a spell slot. The cage must appear around the creature which you made this deal with. You must have the material components on your person when you cast this spell.

Greater Deal of Pain. At any point in the following 24 hours after this deal has been made, you may cast the power word pain spell once without expending a spell slot, targeting only the creature which you made this deal with.

Greater Deal of Whispers. At any point in the following 24 hours after this deal has been made, you may cast the telepathy spell once without expending a spell slot, targeting only the creature which you made this deal with.

Possessed Spell List

These are the spells which all possessed have available for them to prepare. Details for spells in this list can be found in the PHB, Xanathar's Guide to Everything, Acquisitions Incorporated, Tasha's Cauldron of Everything or in the section below.

1st Level

Alarm
Bane
Cause Fear
Charm Person
Command
Comprehend Languages
Detect Evil and Good
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Minor Possession
Silent Image
Sleep
Tasha’s Hideous Laughter
Unseen Servant
Wrathful Smite

2nd Level

Alter Self
Augury
Blindness/Deafness
Blur
Calm Emotions
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Gift of Gab
Hold Person
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Ray of Enfeeblement
Ray of Insanity
Phantasmal Force
Suggestion
Tasha's Mind Whip
Warding Bond

3rd Level

Bestow Curse
Blink
Dispel Magic
Enemies Abound
Fast Friends
Fear
Feign Death
Haste
Hypnotic Pattern
Intellect Fortress

Life Transference
Major Image
Nondetection
Sending
Spirit Shroud
Tongues

4th Level

Banishment
Charm Monster
Compulsion
Confusion
Death Ward
Dimension Door
Divination
Dominate Beast
Evard's Black Tentacles
Locate Creature
Phantasmal Killer
Shadow of Moil
Sickening Radiance
Staggering Smite
Vampiric Touch

5th Level

Animate Objects
Antilife Shell
Banishing Smite
Bigby's Hand
Contact Other Plane
Commune
Dispel Evil and Good
Dominate Person
Geas
Hold Monster
Mislead
Modify Memory
Passwall
Rary’s Telepathic Bond
Scrying
Synaptic Static
Telekinesis
Visage of Terror

New Spells for Possessed

Minor Possession

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A portion of your possessor's beguiling power flies from your fingertips and flows into a creature within range. Choose one creature within range. The target must make a Wisdom saving throw. If it fails, the target immediately uses its reaction to make a weapon attack against a creature of your choice that you can see. If the creature you choose is outside of the range of any of the target’s weapons, the spell fails.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Ray of Insanity

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A twisted black shadow curls out of your fingertips penetrating the mind of a creature within range that you can see. The target must succeed on a Wisdom saving throw when you cast this spell or suffer the effects of a randomly determined short-term madness for the duration. The caster is aware if the target fails the saving throw and what madness they have suffered.

Whenever the target takes any damage, they may retake the saving throw, ending the effect on it on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Randomly determine the short-term madness each target suffers each time.

Bolt of Coalescence

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of radiant energy rips from your fingers in a line 60 feet long and 10 feet wide. Each creature in the line that you choose must succeed on a Dexterity saving throw or suffer 4d8 radiant damage. Up to 3 creatures of your choice in the line may not suffer any damage and instead regain 2d8 hit points. Undead or constructs may not be healed by this spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the healing increases by 1d8 or each slot level above 4th.

Visage of Terror

5th-level illusion


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Your teeth snarl and you appear as a creature of nightmares. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 8d8 psychic damage and become frightened of you until the spell ends. As an action, the creature can retake the Wisdom saving throw, ending the effect on itself on a success. If the creature is successful on the initial saving throw, it takes half damage from this spell.

You Possess

True Power

The Possessed class was made by /u/CrossOut_. It is a class designed to allow you to make a very particular type of character (well 2 characters actually) and play them in a balanced way that makes you feel like the devious mad person you are.

This class has been playtested at lower levels in several of my own campaigns and one shots but remains untested beyond 10th level. I am confident that I have done a good job at balancing but game design is a constant test of trial and error. If you play the class and find things that didn't feel right about it, please message me on reddit and tell me. I am always looking for ways to improve.

Artist Credits

Cover Art: Bryan Sola https://www.artstation.com/artwork/J50ea

Images ordered by page

Page 2: Randy Vargas https://www.artstation.com/artwork/4eP4n

Page 4: Elderscroller https://www.deviantart.com/elderscroller/art/Shadow-Possession-638004662

Page 5: Arucelli https://www.twitter.com/arucelli

Page 6: ZsoltKosa https://www.deviantart.com/zsoltkosa/art/Ritual-158112295

Page 7: Thomas Dumey https://thomasdumey.artstation.com/projects/dZwgJ

Page 8: Dong geon Son https://www.artstation.com/artwork/wKabY

Page 9: Pavel Kolomeyets https://www.artstation.com/artwork/ybXJ5

Page 10: Tom Edwards https://www.deviantart.com/tomedwardsconcepts/art/Demon-Wanderer-244445881

Page 11: Sine Alas https://www.deviantart.com/sinealas/art/Protector-581427639

Page 12: Nik Hagialas https://www.artstation.com/artwork/aGoQq

Page 13: JasonTN https://www.deviantart.com/jasontn/art/Mage-Concept-550795685

Page 14: Davesrightmind https://www.deviantart.com/davesrightmind/art/Possessed-2-732800860

 

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