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The Host
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## Host The wind howled a ghastly shriek against the bare branches above the graveyard immemorial. Standing betwixt the headstones was a young man - a humble traveler by his lonesome. Between the chill of the night and anxious stirring, his limbs trembled. Why was it, that scores of nights ago, he had been called here? The voice beckoned, as it had many times before. "...closer..." Another forward footfall and the force overwhelmed him. His body convulsed, finally giving way to the ground below. His mind flooded with thoughts of black magic and dark evils, corruption and desecration... ...Until all of a sudden, these things felt familiar. Skeletal, decaying hands of the undead reached up from beneath the earth, grasping at him - but he was not afraid. The voice had found a home within his supple frame, and imbued in him a power he had never known. Rising up from the ground, his anxiety was quenched. His skin turned a pale blue, and he was cold to the touch. An army of undead surrounded him, but he was not the victim. He was their leader. And so they marched on. ### Living Vessel You have been chosen by a greater power - an entity which has decided to inhabit your body. Your relationship with this being is intimate by nature, as it dwells within you and shares your life force. While warlocks engage in a magical contract with their patrons, hosts have their identities thrust upon them by their entities - often not by choice, and sometimes unbeknownst to them at first. It could be that a ferocious monstrosity wishes to grow stronger by your side. Perhaps instead a malignant spirit is using you as a means of walking amongst the living to heed its foul grudges. In any case, its utmost priority is to keep you alive and thriving, as you have become a conduit for its will and desires. ### Creating a Host When you create a host, first decide what kind of entity resides within your character. Next, determine the circumstances under which the entity has chosen you as its vessel. What are its short and long term goals? What are its plans for you? It may be the case that some of these things are unknown to you; in this case, the DM may deem it suitable to develop the entity's identity and goals in secret. #### Quick Build You can make a host quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Dexterity. Second, choose the outlander background. \pagebreakNum
##### The Host | Level | Proficiency Bonus | Features | Hit Die | Perks Gained | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:--:|:--:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Spellcasting, Paranormal Union | d6 | — | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Symbiosis, Somatic Reservoir | d6 | 1 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Bulwark | d6 | 1 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | d6 | 1 | 4 | 3 | — | — | — | — | — | — | — | — | | 5th | +3 | — | d6 | 1 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Union feature | d8 | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 7th | +3 | — | d8 | 2 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | d8 | 2 | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 9th | +4 | — | d8 | 2 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Union feature | d8 | 2 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | d10 | 3| 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | d10 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | — | | 13th | +5 | Potent Influence | d10 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | — | d10 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Union feature | d10 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Coalesce | d12 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | d12 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Phenomenal Grit | d12 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a host, you gain the following class features. #### Hit Points **Hit Dice:** See Somatic Reservoir feature **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** Hit die for current host level + your Constitution modifier per host level after 1st #### Proficiencies **Armor:** None **Weapons** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None **Saving Throws:** Constitution, Intelligence **Skills:** Choose two from Acrobatics, Arcana, Athletics, Insight, Medicine, and Religion #### Starting Equipment You start with the following equipment, in addition to the equipment granted by your background: - (*a*) a dungeoneer's pack or (*b*) an explorer's pack If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment. > **Multiclassing and The Host** > If your group uses the optional rule on multiclassing in the *Player's Handbook*, here's what you'll need to know to multiclass with the host. > **Ability Score Minimum.** As a multiclass character, you must have a Constitution score of at least 13 to take a level in this class, or to take a level in another class if you are already a host. > **Spell Slots.** Add your levels in the host class to the appropriate levels from other classes to determine your available spell slots. \pagebreak ### Spellcasting Your body has become a wellspring of magic, allowing you to draw upon your entity's spells. See chapter 10 of the *Player’s Handbook* for the general rules of spellcasting and the end of this document for the host spell list. #### Spell Slots The host table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these host spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *mage armor* and have a 1st-level and a 2nd-level spell slot available, you can cast *mage armor* using either slot. #### Spells Known of 1st Level and Higher You know every host spell for which you have spell slots. #### Spellcasting Ability Constitution is your spellcasting ability for your host spells, since your body is the bridge between you and your entity. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a host spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Constitution modifier **Spell attack modifier** = your proficiency bonus + your Constitution modifier #### Spellcasting Focus You can use your body as a spellcasting focus for your host spells. ### Paranormal Union At 1st level, your body and mind are fundamentally changed by your entity, and the abilities you gain depends on its nature. You can choose between the Monster, Anomaly, Undead, Plague, or Aether archetypes. ### Union Spells Each union has a list of associated spells. You gain access to these spells at the levels specified in the union description. These spells count as a host spell for you. ### Symbiosis At 2nd level, your body begins slowly adopt the inhuman properties of your entity. You gain one symbiotic perk of your choice. When you gain certain host levels, you gain additional perks of your choice, as shown in the Perks Gained column of the Host table. Additionally, when you gain a level in this class, you can choose one of the perks you know and replace it with another perk that you could learn at that level. A level prerequisite in a perk refers to host level, not character level. \columnbreak ### Somatic Reservoir Also at 2nd level, the being inside you bolsters the capacity of your life force. You gain the following benefits: - When you gain a level in this class, the hit die you gain depends on your level in this class according to the Hit Die column on The Host table. For example, a sixth level Host would have 5d6 + 1d8 hit dice. - You regain all expended hit dice on a long rest rather than half. - As a bonus action, you can expend one of your hit dice and roll it to regain a number of hit points equal to the number rolled. - When you cast a spell of 1st-level or higher, you can expend a number of hit dice equal to twice that spell’s level to cast it instead of expending a spell slot. A spell cast in this way can be no higher than 5th level. ### Bulwark At 3rd level, you can call upon your entity to push your body beyond its limits when you need to. Whenever you fail a Constitution saving throw, you can use your reaction to expend a Hit Die, roll it, and add it to the total, potentially causing the failure to turn into a success. ### Potent Influence By 13th level, your inhabitant has acquired enough power to gain control over your body when you lose control. When you become incapacitated against your will, you may choose to yield control to your entity. If you do, the DM assumes control of your character. The DM can cause your character to take actions or reactions despite being incapacitated. When the effect causing you to be incapacitated ends, you resume control of your character. ### Coalesce At 18th level, your entity's power runs through you at all times. You can maintain concentration on spells while incapacitated, as long as you are not also petrified. Additionally, you now die when you fail five death saving throws, rather than three. ### Phenomenal Grit At 20th level, when you roll for initiative and have no hit dice remaining, you regain 4 hit dice (4d12). \pagebreak > **Handing the Potent Influence feature** > > If you're considering playing a Host, have a conversation with your DM about how the Potent Influence feature would work in their campaign. Perhaps the entity within you is greedy or selfish, only acting in their own self interest. In this case, your DM may deem it fitting to treat the other party members with hostility while controlling your character. > > Additionally, when you activate this feature, you may decide that, in addition to your character's actions, your character's personality may also be overridden by that of your entity. In this case, your DM may decide to roleplay for your entity, or they may allow you to do so. ## Paranormal Union Many different types of beings can inhabit a mortal body. Here are the union options you can choose from at 1st level. ### Union of the Monster You have been overtaken by a monstrosity - a frightening, unnatural, and often malicious creature. Maybe a curious sphinx sought to see the world through the lens of a simpler mind, or perhaps the vestige of a kraken has risen up from the depths to lay claim to your mortal being. Whatever the case may be, a monster hungers within you, and it will break any barriers necessary to do its will. ##### Union of the Monster Spells | Host Level | Spell | |:--:|:------:| | 1st | *Primal Savagery, Hunter's Mark* | | 3rd | *Beast Sense, Enhance Ability, Summon Beast* | | 5th | *Vampiric Touch, Haste* | | 7th | *Charm Monster, Dominate Beast* | | 9th | *Bigby's Hand, Circle of Power* | | 11th | *Flesh to Stone, Tasha's Otherworldly Guise* | | 13th | *Regenerate* | | 15th | *Dominate Monster* | | 17th | *Shapechange* | #### Monstrous Nature When you choose this union at 1st level, you gain proficiency in the Survival skill. Additionally, your creature type is monstrosity, in addition to humanoid. #### Grisly Weapons Starting at 1st level, you've grown deadly appendages to more closely resemble the monster inhabiting you. You or your DM may decide the precise nature of the weapons - it could be a spiny tail, or perhaps sharp claws - whatever is most fitting for your entity. You can use these appendages to make a melee spell attack on your turn. If you hit with them, you deal damage equal to 1d8 plus your Strength modifier. Depending on the properties of your appendages, the damage type can either be bludgeoning, slashing, or piercing (your choice). This attack’s damage increases by 1d8 when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. #### Overheal At 6th level, the monster within you projects its endurance onto you, expanding your longevity. When you receive healing that brings you to your hit point maximum or receive healing at your hit point maximum, you gain a number of temporary hit points equal to the excess healing, to a maximum of 100. This healing cannot be from a short or long rest. #### Unbridled Fury At 10th level, you thirst for violence and power as your entity does, pushing you to fight with abandon. When you use your action to make a melee spell attack against a creature, you can use your bonus action to make an attack using your Grisly Weapons. #### Ravenous Might At 15th level, the strengths of you and your entity resonate perfectly, making you the ultimate living weapon. When you make your first attack on your turn, you can decide to enact your Ravenous Might. Doing so causes any attacks you make this turn to have advantage, and any of those attacks which hit this turn to be critical hits. Once you use this feature, you can't use it again until you finish a long rest.
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\columnbreak ### Union of the Anomaly You have been inhabited by an aberration - a bizarre, alien-like creature. Creatures like these usually form their connection to you through your mind, creating a psychic link. It could be that a mindflayer has embedded itself within your brain, and will now use you as its servant. Perhaps, instead, you had a magical dream, and a beholder manifested itself within you. ##### Union of the Anomaly Spells | Host Level | Spell | |:--:|:------:| | 1st | *Mind Sliver, Dissonant Whispers* | | 3rd | *Detect Thoughts, Mind Spike, Tasha's Mind Whip* | | 5th | *Intellect Fortress* | | 7th | *Summon Aberration* | | 9th | *Rary's Telepathic Bond, Synaptic Static, Telekinesis* | | 11th | *Mental Prison* | | 13th | *Plane Shift* | | 15th | *Feeblemind, Mind Blank, Telepathy* | | 17th | *Psychic Scream* | #### Aberrant Nature When you choose this union at 1st level, you gain proficiency in the Investigation skill. Additionally, your creature type is aberration, in addition to humanoid. #### Mind Sting Starting at 1st level, you can use your psychic abilities to harm someone simply by looking at them. As a bonus action, you can make a ranged spell attack against a target you can see within 120 feet. On a hit, the target takes psychic damage equal to 1d4 plus your Intelligence modifier. This attack’s damage increases by 1d4 when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. #### Cerebral Aegis At 6th level, the aberration within you protects your body while your mind is focused on its magic. You gain resistance to psychic damage. Also, while concentrating on a host spell, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). #### Unbreakable Focus At 10th level, the cerebral being within you has expanded your mind's capacity to maintain focus. When you use your Bulwark feature to maintain concentration on a spell, your bonus to the check is equal to double the number rolled. #### Superior Mind At 15th level, you and your entity's minds become linked, granting you extraordinary mental abilities. You gain a +5 bonus to Intelligence saving throws and ability checks that use Intelligence. \pagebreak ### Union of the Undead Your soul is now accompanied by an undead - a creature that was once living but has since been brought to the accursed state of undeath. Rather than being possessed in the classical sense, your undead entity seeks to once again traverse the land of the living with you as its vessel. ##### Union of the Undead Spells | Host Level | Spell | |:--:|:------:| | 1st | *Chill Touch, False Life* | | 3rd | *Invisibility* | | 5th | *Fear, Summon Undead* | | 7th | *Phantasmal Killer, Greater Invisibility* | | 9th | *Danse Macabre, Raise Dead* | | 11th | *Circle of Death, Create Undead, Soul Cage* | | 13th | *Finger of Death, Etherealness* | | 15th | *Maddening Darkness* | | 17th | *Astral Projection* | #### Undead Nature When you choose this union at 1st level, you gain proficiency in the Intimidation skill. Additionally, your creature type is undead, in addition to humanoid. #### Spectral Wisp Starting at 1st level, you are able to manifest an eerie, intangible wisp which you can hurl at your foes. As an action, you can make a ranged spell attack against a creature within 60 feet. On a hit, the target takes necrotic damage equal to 1d6 plus your Charisma modifier. This attack passes through solid matter; any creature you target with this attack can’t receive the benefits of cover. This attack’s damage increases by 1d6 when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. #### Incorporeal At 6th level, focusing on your entity's magic envelops you in phantasmal energy, causing you to become weightless. While concentrating on a spell, you gain a flying speed of 40 feet and can hover. When the spell ends, you descend to the ground safely at a rate of 60 feet per round. #### Undead Bitter At 10th level, your body begins to hollow, making you numb to otherwise crippling forces. You gain resistance to cold and necrotic damage. #### Poltergeist At 15th level, your spectral entity has granted you the uncanny ability to haunt things as they do. You can spend 4 hit dice to cast *magic jar*, without needing material components. When you do so, your soul can inhabit any number of objects of your choice within 500 feet, all of which are considered your container for the purpose of this spell. The container is only considered destroyed if all objects you inhabit are destroyed. Additionally, while inhabiting objects in this way, you can cause any number of them to animate eerily, by either causing them to behave as if affected by the *thaumaturgy* cantrip (no action required by you), or by moving them on your turn. Each has a flying speed of 10 feet and can move independently.
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### Union of the Plague Just like a disease, magic can be unstable - and even contagious. Perhaps you touched an object contaminated with such magic, or perhaps you came in contact with another mortal carrier. In any case, you have been infected by a magical plague - one that seeks to use you to multiply and grow like a pestilent weed. \columnbreak ##### Union of the Plague Spells | Host Level | Spell | |:--:|:------:| | 1st | *Poison Spray, Ray of Sickness* | | 3rd | *Blindness/Deafness, Ray of Enfeeblement* | | 5th | *Bestow Curse, Stinking Cloud* | | 7th | *Blight, Confusion* | | 9th | *Cloudkill, Contagion* | | 11th | *Eyebite, Harm* | | 13th | *Power Word Pain* | | 15th | *Abi-Dalzim's Horrid Wilting, Power Word Stun* | | 17th | *Power Word Kill* | #### Contagious Nature When you choose this union at 1st level, you gain proficiency in the Sleight of Hand skill. Additionally, your creature type is plant, in addition to humanoid. #### Noxious Touch Starting at 1st level, your body becomes volatile to the touch. As an action, you can make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes poison damage equal to 1d10 plus your Dexterity modifier. Also, for the first attack that creature makes before the end of their next turn, they must roll a d4 and subtract the number rolled from the attack roll. This attack’s damage increases by 1d10 when you reach certain levels in this class, increasing to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. #### Infectious At 6th level, you gain the ability to sew disease into your spells. When you cast a spell or use a weapon that targets only one creature and deals damage, you can force every other creature within 5 feet of the target besides you to make a Constitution save against your spell save DC. On a failure, those creatures take half as much damage. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. #### Pathogenic Assimilation At 10th level, your body harmonizes with illness. You are immune to disease and madness, you gain immunity to poison damage, and you have advantage on saving throws against being poisoned. #### Fatal Malady At 15th level, you can seed a horrid weakness into creatures with your sickly gaze. When a creature you can see makes a saving throw, you can use your reaction to force that creature to forgo rolling and automatically fail. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak
### Union of the Aether Magic comes in many forms, but rarely is it seen at its most raw. Sometimes, pure magical energy can latch onto something mundane to create something new - something powerful. Through enigmatic means, this magic has found its way to you, and now shares your sentience and will. ##### Union of the Aether Spells | Host Level | Spell | |:--:|:------:| | 1st | *Light, Magic Missile* | | 3rd | *Nystul's Magic Aura* | | 5th | *Dispel Magic, Glyph of Warding, Leomund's Tiny Hut* | | 7th | *Arcane Eye, Otiluke's Resilient Sphere* | | 9th | *Antilife Shell, Wall of Force* | | 11th | *Disintegrate, Globe of Invulnerability* | | 13th | *Forcecage, Teleport* | | 15th | *Antimagic Field* | | 17th | *Prismatic Wall* | #### Energetic Nature When you choose this union at 1st level, you gain proficiency in the Arcana skill. Additionally, your creature type is elemental, in addition to humanoid. #### Energy Burst Starting at 1st level, you can tap into the powerful energy embedded within the fabric of reality. As an action, you can make a ranged spell attack against a creature within 30 feet of you. On a hit, they take force damage equal to 1d4 plus your Wisdom modifier. On a miss, the target takes half as much damage. This attack’s damage increases by 1d4 when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. #### Mana Vessel At 6th level, your body becomes a vessel for not only your entity, but also for raw magical energy itself. When you use Dispel Magic or Counterspell to end or stop a spell, you may absorb its energy. While storing a spell in this way, you may use the energy in the following ways: - You may cast the spell you ended or stopped at the level it was cast without expending a spell slot, though all of the components for the spell are still required and the casting time is the same as the original spell. However, if the spell was cast at a level for which you lack spell slots, you take 10 force damage per level of the spell immediately before casting it. - You can use a bonus action to regain 5 hit points per level of the spell. In either case, the stored energy dissipates after you use it. Additionally, the energy disappears after you take a long rest, replace it with a different spell from this feature, or are targeted by Dispel Magic. #### Targeted Destruction At 10th level, you have gained the ability to efficiently channel the energy of your spells into a single, concentrated point in space. When you cast a spell that can deal damage to multiple creatures and has a duration of instantaneous, such as Magic Missile, you deal maximum damage instead of rolling when you damage only one creature with that spell. #### Pure Essence At 15th level, the magical energy that flows within you has achieved a form which is both raw and true. Your spell save DC increases by 1 and you gain a +1 bonus to your spell attack rolls. \pagebreak ## Host Spells
##### 1st Level - Absorb Elements - Armor of Agathys - Chaos Bolt - Detect Magic - Inflict Wounds - Mage Armor - Shield - Thunderwave ##### 2nd Level - Alter Self - Darkness - Darkvision - Hold Person - Levitate ##### 3rd Level - Counterspell - Magic Circle - Protection from Energy ##### 4th Level - Dimension Door - Locate Creature ##### 5th Level - Hold Monster - Skill Empowerment ##### 6th Level - True Seeing ##### 7th Level - Symbol ##### 8th Level - Antipathy/Sympathy ##### 9th Level - Invulnerability
\pagebreak ## Symbiotic Perks ##### Adaptive Resistance ***Prerequisite: 15th level, Union of the Aether*** You gain resistance to two damage types of your choice. Additionally, when you finish a long rest, you may replace one or both of these resistances with other damage types of your choice. ##### Adhesive ***Prerequisite: Union of the Monster*** Your body is naturally sticky. Creatures have disadvantage on checks to disarm you. Additionally, when a creature touches you, you may force them to make a Dexterity saving throw against your spell save DC. On a failure, that creature is grappled by you. At 5th level, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ##### Channel Elements ***Prerequisite: Union of the Aether*** At certain levels in this class, as shown in the table below, choose one of the spells listed for that level. That spell is added to your list of Host spells. | Host Level | Spell | |:--:|:------:| | 1st | *Burning Hands, Create or Destroy Water, Feather Fall, Earth Tremor* | | 3rd | *Flaming Sphere, Gust of Wind, Maximillian's Earthen Grasp, Snilloc's Snowball Swarm* | | 5th | *Erupting Earth, Fireball, Wall of Water, Wind Wall* | | 7th | *Control Water, Freedom of Movement, Stone Shape, Wall of Fire* | | 9th | *Cone of Cold, Immolation, Steel Wind Strike, Wall of Stone* | ##### Creature Sense ***Prerequisite: 5th level, Union of the Anomaly*** You are aware of the presence of creatures within 30 feet of you that have an Intelligence score of 4 or higher. You know the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. At 11th level, the range of this feature becomes 100 feet. At 17th level, the range becomes 1,000 feet. ##### Death Burst ***Prerequisite: Union of the Plague*** When you drop to 0 hit points, each creature of your choice within 20 feet of you must make a Constitution saving throw against your spell save DC. On a failure, a target takes 3d6 poison damage and is poisoned for 1 minute. \columnbreak On a success, a target takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6). ##### Displacement ***Prerequisite: 15th level, Union of the Monster*** You project a magical illusion that makes it appear as though you are standing near your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0. ##### Engulf ***Prerequisite: 15th level, Union of the Plague*** As an action, you can attempt to absorb a creature into your body. A medium or smaller creature of your choice within 5 feet of you must must succeed on a Strength saving throw against your spell save DC or become engulfed by you, grappling them. The grappled target is blinded, restrained, and unable to breathe, and it must make on a Constitution saving throw against your spell save DC at the start of each of the your turns, taking 4d8 damage on a failure or half as much on a success. The damage can be bludgeoning, poison, or acid (your choice). An engulfed creature can try to escape by taking an action to make a Strength check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. If you move, the engulfed target moves with you. You can have only one creature engulfed at a time. ##### Eye Rays ***Prerequisite: 11th level, Union of the Anomaly*** A pair of eyestalks sprout from your body. As an action, you can use one of the beholder's eye rays at random, using your spell save DC. You can use this feature twice, and regain all expended uses when you finish a long rest. ##### False Appearance While motionless, you become insdistinguishable from an ordinary object or creature of your size. The nature of your appearance depends on your union. **Union of the Monster:** An infant monstrosity that you have seen **Union of the Anomaly:** An infant aberration that you have seen **Union of the Undead:** A skeleton resembling that of your race **Union of the Plague:** A plant or fungus **Union of the Aether:** A simple elemental mote, such as a bonfire or an icicle \pagebreak ##### Frightful Presence ***Prerequisite: 11th level, Union of the Monster or Undead*** As an action, you can imbue fear in your enemies. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest. ##### Heated Body ***Prerequisite: Union of the Monster or Aether*** As a reaction when a creature touches you or hits you with a melee attack while within 5 feet of you, you can deal 1d6 fire damage to it. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ##### Incorporeal Movement ***Prerequisite: 7th level, Union of the Undead*** As an action, you can become incorporeal for 1 minute, allowing you to move through other creatures and objects as if they were difficult terrain for the duration. You take 1d10 force damage if you end your turn inside an object. You can use this feature 3 times, and regain all expended uses when you finish a long rest. ##### Legendary Action ***Prerequisite: 11th level*** You can take one legendary action, choosing from the options below. Only one legendary action option can be used per round and only at the end of another creature's turn. You can use a legendary action a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. **Move:** You can move up to your speed without provoking opportunity attacks. **Attack:** You can make an attack. ##### Legendary Resistance ***Prerequisite: 15th level*** If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest. ##### Magical Resistance ***Prerequisite: 7th level*** You have advantage on saving throws against spells and other magical effects. ##### Mental Fortitude ***Prerequisite: Union of the Anomaly*** You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep. \columnbreak ##### Mind Blast ***Prerequisite: 15th level, Union of the Anomaly*** You magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw against your spell save DC or take 4d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once your use this feature, you can't use it again until you finish a long rest. ##### Myconid Spores ***Prerequisite: 5th level, Union of the Plague*** As an action, you can eject spores at one creature you can see within 5 feet of you, choosing one of the following effects: **Hallucination Spores:** The target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Pacifying Spores:** The target must succeed on a Constitution saving throw against your spell save DC or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature three times and regain all expended uses when you finish a long rest. ##### Paralyzing Touch ***Prerequisite: 15th level, Union of the Undead*** As an action, you can make a melee spell attack against a creature. On a hit, the target takes 3d6 cold damage and must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. ##### Plant Speech ***Prerequisite: Union of the Plague*** You can cast *Speak with Plants* twice, and regain all expended uses when you finish a long rest. At 11th level, you can cast this spell at will. ##### Regeneration ***Prerequisite: 5th level*** As a bonus action, you can bolter your natural rate of recovery. For the next minute, you regain 2 hit points at the start of each of your turns as long as you start your turn with at least 1 hit point. Once you use this feature, you can't use it again until you finish a long rest. This healing increases by 2 at 11th level (4) and 17th level (6). \pagebreak ##### Scintillating Light ***Prerequisite: 11th level, Union of the Aether*** As an action, you emit dazzling, colored light until the end of your next turn. During this time, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see you have disadvantage on attack rolls against you. In addition, any creature within the bright light and able to see you when this power is activated must succeed on a Wisdom saving throw against your spell save DC or be stunned until the light ends. Once you use this feature, you can't use it again until you finish a long rest. ##### Sense Magic ***Prerequisite: 7th level, Union of the Anomaly or Aether*** You sense magic within 60 feet of you at will. This trait otherwise works like the *detect magic* spell but isn't itself magical. ##### Shadow Stealth ***Prerequisite: Union of the Undead*** While in dim light or darkness, you can take the Hide action as a bonus action. At 7th level, you also gain a +6 bonus to stealth in dim light or darkness. At 11th level, this bonus becomes +12. ##### Shapechanger You are a shapechanger. You can use your action to polymorph into a Small or Medium humanoid, or back into your true form. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. ##### Shapeless Form ***Prerequisite: 5th level, Union of the Undead or Aether*** You are immune to the grappled and prone conditions. At 15th level, you are also immune to the restrained, paralyzed, and petrified conditions. ##### Stench of Death ***Prerequisite: 11th level, Union of the Plague*** Each hostile creature that starts its turn within 10 feet of you must make a Constitution saving throw against your spell save DC, unless the creature is a construct or undead. On a failed save, it is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to this feature for the next 24 hours. ##### Telepathic ***Prerequisite: Union of the Anomaly*** You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. \columnbreak ##### Two-Headed ***Prerequisite: 5th level, Union of the Monster*** You grow a second head. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ##### Undead Fortitude ***Prerequisite: Union of the Undead*** When damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest. ##### Wounded Fury ***Prerequisite: 7th level, Union of the Monster or Plague*** While you have less than one quarter of your maximum hit points, you have advantage on attack rolls and deal an extra 2d6 damage on each of your melee attacks. At 15th level, this feature is active while you have less than half of your maximum hit points, and the extra damage you deal increases by 2d6 (4d6). ____ > Art Credits: > Page 1, Craig J. Spearing > Page 2, The Summoning by Odobenus > Page 5, Josh Corpuz > Page 6, Dio Mahesa > Page 7, Vengeful Possession from Shadowverse by Cygames > Page 8, Alparin, by Eamonn McCormick > Page 9, Israfil by 000Fesbra000 > Page 10, Call to the Grave by daarken