![](https://orig00.deviantart.net/6fa6/f/2014/224/a/f/old_wizard_by_skiorh-d7utatm.png)
Race
Ava
- Ability Scores: Str +1; Dex +1; Cha +1
- Size: Medium
- Speed: 30ft., fly 35ft.
-
Age: Avas reach maturity by age 25. They can live up to 120 years.
-
Alignment: Avas are a proud warrior race and so tend to be lawful although whether they are good, neutral, or evil depends on the Ava you meet.
-
Size: Ava are about 7 feet tall and weigh from 180-240 pounds. Your size is medium.
-
Flight: You have a flying speed of 35 feet. To use this speed, you cannot be wearing heavy armor.
-
Thick Feathers: You are acclimated to cold weather and have resistance to cold damage.
-
Ava's Grace: You can create an updraft centered on you that will send you 50 feet straight up in the air provided you start on the ground. The updraft is 30 feet high, 15 feet long, and 5 feet thick. The updraft lasts for a minute and so it keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. You may use this ability again once you have completed a short or long rest.
-
Winged Combat: Because Avas use their arms to fly, they have developed a fighting style that allows them to use their feet to fight. While flying, you can use two handed weapons and interact with objects that require two hands. Also, your kicks deal slashing damage equal to 1d6 + your strength modifier
-
Languages: You speak common and Auran
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/27100886-e760-4a11-a244-80fb38ba8e09/dcaeor8-61c07566-2393-4e27-9479-2ba8b444941f.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvMjcxMDA4ODYtZTc2MC00YTExLWEyNDQtODBmYjM4YmE4ZTA5XC9kY2Flb3I4LTYxYzA3NTY2LTIzOTMtNGUyNy05NDc5LTJiYThiNDQ0OTQxZi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.M0SH7zs64GfWa3wQeRNS3rAbGcoAPuElEbdn8YPG5XY)
Class
Possessor
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Ghost in a Shell | ─ | ─ | ─ | — | — | — | — |
2nd | +2 | Spellcasting | 1 | 2 | 2 | — | — | — | — |
3rd | +2 | Possessor Specialty | 1 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1 | 4 | 4 | 2 | — | — | — |
6th | +3 | Expertise, Phantom Form | 1 | 4 | 4 | 2 | — | — | — |
7th | +3 | Possessor Specialty | 1 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 5 | 4 | 3 | — | — | — |
9th | +4 | ─ | 2 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Final Act | 2 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Possessor Specialty | 2 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 2 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 2 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Possession Flash | 3 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Possessor Specialty | 3 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Final Act Improvement | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Possession Master | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Possessor, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Possessor level
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Possessor level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: simple weapons
- Tools: Cartographer's tools and Calligrapher's supplies
- Saving Throws: Charisma, Constitution
- Skills: Choose 4 from these skills: Religion, Arcana, Persuasion, Medicine, Stealth, Intimidation, Deception, Acrobatics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Cartographer's tools or (b) Calligrapher's supplies
- two simple weapons
- Priest's Pack and a voodoo doll
- (a) studded leather armor or (b) scale mail
Multiclassing
-
Ability Score Minimum: Charisma 13, Constitution 13
-
Armor: light armor
-
Tools: Cartographer's Tools
Ghost in a Shell
At level one, as an action, you can possess dead creatures. Your eyes light up, you freeze whatever position you were in, and your consciousness leaves your body to possess a creature that has been dead for no more than 20 minutes. You must have line of sight to possess a creature. While possessed, you do not have access to information that the creature had while it was alive. You use the same stats the creature had however it has 4 hit points on possession, and any injuries that caused its death do not heal with the possession. So for example, if you snapped the creatures' neck, its head would be backwards if you possessed it. The possession lasts for 5 minutes and at the end of the 5 minutes the creature turns to ash and you return to your body.
SpellCasting
At level 2, you learn to channel the energy of remnant spirits to cast your spells.
Cantrips
You know a cantrip of your choice from the bard spell list. You learn an additional cantrip at 8th, and then another at 14th level.
Spell Slots
The Possessor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the bard spell list.
Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your possessor spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a possessor spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast any possessor spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You use a voodoo doll as your spellcasting focus for your possessor spells.
Possessor Specialty
At 3rd level, you choose a Possessor specialty. Your choice grants you features at 3rd level and again at 5th, 7th, and 15th level.
- Possessor Subclass
Ability Score Improvement
When you reach 4th level, and again at 8th,12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability scores of your choice by one. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise
At level 6, choose two abilities you are proficient in and you gain expertise.
Phantom Form
At level 6, you can have your consciousness leave your body and take on a spectral form. You can stay in this form for as long as you can hold your breath. While in this form, you are vulnerable to all damage types, however, you have advantage on any stealth checks made to see your phantom form. You can pass through solid objects at a cost of 1d4 force damage. Should you fail to return to your form before you run out of breath, your phantom form returns to your body immediately, you fall unconscious for 5 minutes, and take 6d8 force damage.
Final Act
At level 10, when you possess a creature with your Ghost in a Shell ability, you can choose to detonate the dead creature and deal force damage to each enemy within 5 feet. The creatures must make a dexterity saving throw against your spell save dc. You roll hit dice which you lose, and you take full damage while creatures within 5 feet take half of what was rolled. If a creature succeeds on the dexterity saving throw, they take a quarter of the damage.
Possession Flash
At level 14, as an action, you can attempt to give disadvantage to a creature for a turn. The creature must make a charisma saving throw against your spell save dc and on a success the ability has no effect. You can use this ability a number of times equal to your charisma modifier and regain all uses on a short or long rest.
Final Act Improvement
At level 18, You only take half damage and the range increases by 5 feet.
Possession Master
At level 20, Creatures have disadvantage when trying to resist your possession. Furthermore, you can possess a creature that has been dead for a week, its injuries heal in the sense that injuries that contributed to the death go away, and can possess the creature for 20 minutes. Its current hit points are equal to half your hit point maximum.
Subclass
Possessor Features
Possessor Level | Features |
---|---|
3rd | Memory Siphon, Possession Slash |
7th | Spiritual Guidance |
11th | Possessing strike |
15th | Possessing chain |
Possessor Magic
These spells do not count against the number of spells you may know.
Possessor Level | Spells |
---|---|
3rd | Bane |
5th | Blindness/Deafness, Hold Person |
9th | Speak with Dead |
13th | Confusion |
17th | Raise Dead |
Memory Siphon
At level 3, you can force your way into the mind of a living creature that you can see and is within 60 feet of you. The creature must make a charisma saving throw against your spell save dc or have its memories from the past 3 days read by you. You can use this feature a number of times equal to your charisma modifier and regain all uses on a short or long rest.
Possession Slash
At level 3, as a bonus action, you can make all your weapon attack damage for that turn be psychic damage. You can use this feature a number of times equal to your charisma modifier and regain all uses on a short or long rest.
Spiritual Guidance
At level 7, as a bonus action, you can use the help action on creatures within 30 feet of you. However you cannot gain the benefit from using this ability.
Possession Strike
At level 11, you can attempt to possess a living creature you can see within 60 feet for two turns. It must make a charisma saving throw against your spell save dc or be possessed. While possessed, you take half the damage the creature take but have access to its thoughts and abilities. When you leave its body, you gain a level of exhaustion. You can use this feature a number of times equal to your charisma modifier and regain all uses on a long rest.
Possession Chain
At level 15, you can attempt to possess 2, instead of 1, creatures with your possession strike. You gain only 1 level of exhaustion.
Cantrip
Magic Coating
Transmutation
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 6 seconds
You coat your arm in magic energy and make a spell attack role against a creature within 5 feet. On a success, the creature takes 2d6 force damage. On a failure, the creature takes no damage.
1st level
Anti-simp
Enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with clear thought. Until the spell ends, the creature is immune to being charmed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
2nd level
SandStorm
Conjuration
- Casting Time: 1 action
- Range: 90 feet.
- Components: V, S, M (a grain of sand)
- Duration: Concentration, up to 1 hour
A 20-foot-radius sandstorm appears centered on a point you choose. Creatures within or that enter the sphere must make and succeed on a constitution saving throw or be blinded. Creatures within the sphere must continue to make constitution saving throws. A creature must spend an action to remove the blindness and can only do so when outside the sphere.
3rd level
Detect Malice
Abjuration
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: instantaneous
You touch a creature and learn if they have any harmful intentions toward you or any creatures you are currently thinking of.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
4th level
Stasis
Enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Until you cast the spell on the same target again.
You touch a creature that must succeed on a constitution saving throw or become unconscious. The creature during this time is immune to poison and disease but any poison or disease that was already in the system is suspended. The creature cannot be damaged during this time. The spell can end early with the use of dispel magic.
5th level
Return to the Past
Diviniation
- Casting Time: 10 minutes
- Range: 60 foot sphere centered on you that moves with you.
- Components: V, S
- Duration: 1 hour
You choose a past point in time and anything at that point in time is shown in the sphere. You can interact with objects from that point of time but not people. If you are interacting with the object and a person from that time is interacting with it, a copy is made for the duration of you interacting with it. You can hear conversations perfectly and if a creature or object from that time leaves the sphere while speaking, you cannot hear what they say but the creatures in the sphere from that time still interact normally.
6th level
Spirit Sacrifice
Necromancy
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You force a spirit to come down and protect you. When you are attacked with a weapon or a spell that deals damage, as a reaction, you expend the spirit and gain resistance to all that damage for that attack.
7th level
Aizen's mirage
Illusion
- Casting Time: 1 action
- Range: 30 feet.
- Components: V, S
- Duration: Concentration, up to 1 minute
You force a creature within 30 feet of you to make a wisdom saving throw against your spell save dc and on a failure, the creature's senses are hijacked. The creature believes whatever you want is happening around it, however, if it takes any damage it may make another wisdom saving throw.
8th level
Tsunami
Evocation
- Casting Time: 10 minutes
- Range: 10 feet
- Components: V, S, M (A cup of water)
- Duration: 8 hours
From a cup of water, an 8 hour stream of water pours out. The stream is 480 feet wide and 5 feet tall and travels at a speed of 40 miles per hour. creatures 100 feet or less in front of the stream take 12d6 force damage, are knocked prone, and travel with the stream.
9th level
Onoki's Touch
Transmutation
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (A stone)
- Duration: 1 hour
You touch a creature and force it to make a constitution saving throw against your spell save dc. On a failure, the creature falls prone. The creature feels weighed down and cannot move any body part but its jaw and eyes.
2 common magic items
Hype Man
Common Magic Item, Requires Attunement
A small wooden figurine
The small wooden figurine stays attached to your shoulder and hypes up and agrees with everything you say and do.
Devil's Toy Dagger
Common Magic Item
![](https://i.pinimg.com/originals/f3/94/f6/f394f62d352adf96cdd38970c2816a1d.png)
An dagger with a malicious aura
The dagger emanates smoke around it to create a malicious aura. Users of the dagger act a bit more mean than ususal.