Possessed (5e Class)
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Possessed by an entity, you now are binded by the very core of your soul to a beast that you simply cannot control at times. This "thing" took shape inside of you, molded to the shape of your person and now you and it are inseparable, not a single curse remover can take this away from you, no wizard, sorcerer or cleric.
Now that leaves you with the option of living with this aberration inside you, lurking for a moment when you lose consciousness or control to get out and do whatever deeds it might want to, you don't truly know it's nature... yet.
Creating a Possessed
Possessed's main focus is on discovering the origins of this being inside them, and how, or if, it can be controlled. You'll come across many who will only see you for the monster you hide inside of you, but try to be a good monster and most thing may not end with a head in your mouth.
- Quick Build
Possessed's main focus is on aggro, you hit like a frey train when using your class skills, and have a whole lot of health, however you are mostly vulnerable during these times, so be cautious. You'll want to focus on Constitution and Strength first, and maybe Intelligence if you want to branch into a casting subclass. Second, choose the Orphan or Hermit background for lore reasons, because why not. Third, choose a simple weapon you are comfortable with paying, like a shortsword, and always, and I mean, ALWAYS have your trusty shield equipped, since you won't be able to wear much of any armor without it tearing apart.
As a Possessed you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword and a shield or (b) any simple weapon and a shield or (c) two simple weapons
- hand crossbow and 20 bolts
- (a) An explorer's pack or (b) A dungeoneer's pack
- leather armor
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
|Features||Damage Die||STR/CON bonus||Transformations|
|1st||+2||Demon Within, Beast Roar||1d12||+2||1|
|3rd||+2||Demon Within Characteristic||1d12||+2||1|
|4th||+2||Ability Score Improvement||1d12||+3||2|
|6th||+3||Not Allowed to Die||2d12||+3||2|
|7th||+3||Demon Within Characteristic, Shared Mind||2d12||+3||2|
|8th||+3||Ability Score Improvement||3d12||+4||3|
|9th||+4||Demon Within Characteristic||3d12||+4||3|
|10th||+4||Bring Forth Improvements, Manifest||3d12||+4||3|
|12th||+4||Ability Score Improvement, Demon Within Characteristic||4d12||+5||4|
|14th||+5||Not Allowed to Die Improvement||4d12||+5||4|
|16th||+5||Ability Score Improvement||5d12||+6||5|
|17th||+6||Demon Within Characteristic, Outrage||5d12||+6||5|
|19th||+6||Ability Score Improvement, Not Allowed to Die Improvement(2)||6d12||+8||6|
|20th||+6||Not Alone, Demon Within Characteristic||6d12||+8||Unlimited|
The Demon or whatever it is that is residing within you has had it's fair share of sleep, now it's awake, and what could it possibly want? Well that's for you to discover, but whatever it is, it's going to need your body to do it. So strap up to and adventure in wich you may only be able to recall about half of it.
The Demon Within grants you abilities based on what type of creature is currently sealed inside of you, those can be chosen at the end of the class description, each of them will grant you spectacular skills overall and specific skills at the levels 1, 3, 7, 9, 12, 17 and 20.
The Demon Within transforms you into a mix of yourself and this wonderful thing inside you for 1 minute, giving you a bonus to your Strength and Constitution that goes up as you gain levels in the Possessed class, those stats can go past 20 only when transformed. All transformations also have an unarmed attack that does the hit dice specified in the Possessed table at that level, plus your strength modifier, although the type of damage depends on the transformmation. The Armor Class for the transformed form is 10 + your Constitution Modifier. You can transform a set amount of times before needing to take a long rest, the amount of times is also specified at the Possessed table. The Transformation has health equal to (your Possessed level x 10) + 2 x your constitution Modifier when transformed When your hp while transformed goes to 0, you return to your untransformed form with one level of exhaustion.
You feel the creature's rage swelling up from within you, letting out a piercing scream that can be heard from a mile away. All creatures within a 20 foot radius of you must make a Wisdom saving throw (save DC = 8 + Proficiency bonus + Constitution Modifier), if they fail, they will be frightened for a minute, if they succeed they become immune to the roar. At the end of each of their turns they can retry the wisdom save. You can use this action a number of times equal to half your constitution modifier rounded up.
You can feel the awakening of the beast in your veins now,at 2nd level by concentrating really hard, you can use a bonus action on your turn to get one of the following characteristics from the creature for 1 minute, to further use it's power:
- -Hard Scales
- your body gets covered in durable scales, raising your overall resistance and raising your AC by 2.
- -Meaty Claws
- the tips of your fingers get sharper as you manifest claws as hard as metal. Your unnarmed strike now deals 1d6 + str mod slashing damage and you can attack twice with it in the same action.
- -Beastly Eyes
- your eyes glow a bright yellow, as now you could see an ant one mile away without making any effort. you have advantage on perception checks that rely on vision and acquire darkvision (if you already have darkvision, it is improved by 30 ft.).
This power can only be used while not transformed, and only an amount of times equal to your proficiency modifier per long rest.
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 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.
Not Allowed to Die
Your body roommate seems to be growing either fond of you or it truly is fond of not dying, either way, at 6th level it makes it's personnal mission to not let you die. Once per long rest, when your hit points are reduced to 0 by an attack or magic effect, you come back to life with one hp. This goes up to twice per long rest at level 14 and three times per long rest at level 19.
Now you really are synchronizing with your new life long partner, whoever tries to enter your mind will have to go through them first. At level 7 you gain proficiency in Wisdom saves and Intelligence saves. You also become immune to the frightened and charmed conditions while transformed.
Bring Forth Improvements
Now you're feeling it, you and your monster really understand each other and now your manifestations of their self while in human form can reflect that. At 10th level you can Bring forth improved versions of your previous capabilities, such as:
- -Diamond Scales
- Now your scales are almost impenetrable, your AC bonus is +4 intead of +2.
- -Reinforced Claws
- You are now more dextrous with these, and they are now closer to the real thing. They now do 1d8 + str mod, and you can attack up to three times with them in a single action.
- -Third Eye
- your eyes now glow brighter with a shade of red, beyond the advantages you get with the first form, you now have devil's sight, 30 ft.
Also at level 10 you connect to their soul just as they are connected to yours, so now you are able to manifest an astral projection of their true form onto the battlefield, allies that can see it are immune to being frightened, enemies that can see this projection must make a wisdom saving throw (DC = 8 + proficiency bonus + intelligence modifier) or be frightened by it. Enemies frightened by this projection must spend their turn running away from it and cannot voluntairily move in it's direction, they can retry the save at the end of each of their turns. The projection is the same size as your transformation and you can summon it in any space within a 30 ft. radius of where you are as long as you can see the space. This projection lasts for 1 minute.
You can use this skill a number of times equal to your intelligence modifier (minimum of 1)
The presence of the creature is amazing, enough to strike fear into any unsuspecting enemy. At level 11, while transformed, every enemy with a CR lower than half your level (rounded up) that enters within a 30 ft. radius of you must make a Wisdom saving throw (DC = 8 + proficiency Bonus + Constitution Modifier) or be frightened by you for 1 minute. Any creature that succeeds this saving throw is immune to this effect for 24 hours.
At level 15 your transformed form gets more like it's original shape, getting from Large category to Huge category. You also add your proficiency bonus to your unarmed attacks' damage while transformed now.
If the character is in a space that cannot fit a Huge creature, but can fit a Medium creature, the transformation is only Large and suffers all disadvantages from squeezing in a tight space. If the space is Small or Tiny, the transformation does not occur.
At level 17 you can be complletely and utterly reckless with your attacks, exposing yourself to danger. You can lower your AC up to your Intelligence Modifier and add that number to your next attack roll and damage roll. The AC stays like that until the beggining of your next turn.
At level 18 you gain a bestial sense of need for blood. Each time you hit a new creature with an attack during a single round, you gain a +1 on the attack and damage rolls, this lasts until the beggining of your next turn. (e.g.: you attack a goblin once, then you attack another goblin, that's a plus one, if you were using a Bring Forth and make a third attack to hit yet another goblin, plus two to that attack, if the wizard casts haste on you and you have another attack on yet another different creature, plus three, if you multiclassed into fighter and used action surge to attack like three more times three more different creatures, the bonus just goes up and up. At the beggining of your next turn, no matter who you attack, the bonus is back to plus 0, you gotta start the combo again).
Turns out you are not alone after all, the creature living inside you is surprisingly fond of either of you not dying, so at level 20 they gift you a little skill. When your life goes to 0, instead of it going to 1 with the "Not allowed to die" skill, you can decide to transform into your Monster, it has full health, but when you turn back, you have two failed death saves.
The classic possessed by a demon, never gets old. You probably sold your soul to this demon without noticing or your parents did it to pay for something, either way, you're stuck with them now, good luck... you'll need it. When transformed you take the form of a Horned demon that is one size larger than you that deals damage with it's claws, horns or ferocious teeth, all doing slashing damage.
If this is your Demon Within, you have a natural resistance to fire damage, but are weak to radiant damage.
- Demonic Screech
At level 1, Whenever you do your Beast Roar attack, the souls of the damned scream alongside you, as if begging for mercy. If the enemies fail the Wisdom saving Throw, they will also take your Constitution modifier in necrotic damage.
- Hellish Attacks
At 3rd level, Whenever you make a melee attack you may choose to deal fire damage instead.
- Soul Farmer
At 7th level, if you defeated an enemy while transformed, you can harvest it's soul, killing it and making it so that it can't be revived. In doing so, you recover half your Transformation damage die rounded up in temporary HP. You can use this ability one time before you need to take a long rest.
- Hellish Resistance
Now you got to realy get a feel of these powers. At level 9 you gain resistance to necrotic damage.
- True Manifestation
At level 12, when you use Manifest, the image of this demon has a fire aura around it. Any creature that you see as your enemy that comes whithin a 15 ft. radius of the projection has to make a Constitution saving throw (DC = 8 + proficiency bonus + Intelligence Modifier) or take 3d12 fire damage, and half the damage if they succeed.
At level 17 you gain a breath attack (30 ft. line while transformed) that deals 3d12 fire damage and 3d12 necrotic damage, or half as much if the enemies succeed in a Dexterity saving throw (DC = 8 + Proficiency Bonus + Consitution Modifier). You can use this ability an amount of timmes equal to your intelligence modifier (min 1)
At level 20 your demon makes a pact with you, fusing your souls into one and making you more powerful than ever. While transformed you gain the Fire Aura of True Manifestation for the first three rounds of your transformation and you have Devil's Sight even when not using Bring Forth.
Deep Sea Creature
How in the seven seas did this happen? Well, no matter, inside the ocean of your soul is a creature of the depths of the undiscovered waters, maybe a kraken, maybe something even more powerful, for we don't know what lies down under.
If this is your Demon Within, you have resistance to Cold Damage, but are weak to Lightning damage.
- Siren Song
Your Beast Roar can feel like either drowning or a nice bath for those who hear it. An ally that is in range of your Beast Roar is healed for 2d4 + your intelligence modifier, an enemy that fails the Wisdom save against your Beast Roar hears a strange sirens song, and must use their reaction to move 15 ft. towards a straight line you direct them into. This ability won't work on creatures that are immune to charm or that are deafened.
This substitutes the Effect of beast roar in the class description.
- Bring Forth Addition
In addition to your three perks in the Bring Forth ability, you can call upon the Deep Sea to transform yourself further. At level 3 you gain this extra skill on Bring Forth:
- -Ocean Being
- you partially transform into a triton like creature, gaining water breathing and water speed equal to your movement speed. You also gain a bite attack that deals 1d6 + str mod piercing damage.
At level 10 this characteristic evolves into:
- -Deep Sea Creature
- you become a monstruous mixture of your race and an aquatic humanoid. Besides your water breathing, your water speed is now double your walking speed and your bite attack die is now 1d10.
- Deep Sea Wisdom
With you and the creature now sharing a single mind, you gain it's knowledge of what lies beneath the cold waters. at 7th level you gain advantage in History and Perception checks involving bodies of water. You are also able to cast "Create or Destroy Water", "Control Water" and are able to Summon one water elemental (Summon Elemental) without any requirements, each effect can only be used once per long rest.
- Miracle Water
Water is the means by wich all Life exists and ceases to exist, at 9th level you can spend one hour making a ritual on any body of water no smaller than 5 ft. cube, that water is now imbued with the Creature's magical energy, turning into a water sphere that accompanies you. A body of water created by this Ability has five charges.
An ally that drinks this water is healed for 2d8 + your intelligence modifier, spending two charges. You can also control this water freelly if it is at least within a 15 ft. radius of you. Using one action you can spend one charge you can shoot out the water at an enemy to deal 3d12 + your intelligence modifier cold damage to them.
You can only have one Miracle Water at a time and this can only be made twice per day.
- From the Depths
You can feel the water deep within any soil, bringing it forth during certain situations. At level 12, when you use Manifestation, you summon a pillar of water from a water source deep beneath your feet to the location of your astral projection, making it difficult terrain in a 30 ft. radius around your summon and enemies that start their turn within this terrain must make a Strength or Constitution (at the DM's discretion) saving throw (DC = 8 + proficiency modifier + Intelligence modifier) to fight the waves or be knocked 10 ft. away from the Projection.
- Release the Kraken
At 17th level, you can summon part of wwhat is believed to be the most feared creature in the Ocean, the Kraken. Once per day you can use an action to summon up to four tentacles from any space within 20 ft. of your current location, these tentacles have an AC of 13, 12 hp each and have a single attack per turn (1d10 + 4 slashing damage, 10 ft. reach). Additionally, if one or more of these tentacles is within 5 ft. of you, you can use your reaction to order them to defend you by taking a hit for you, and the damage that goes over it's current hp is dealt to you.
- One with the Sea
Now you and the Ocean are one, along with all it's secrets. At level 20 you can use the Deep Sea Wisdom skills up to three times per day, you also gain water breathing and swimming speed equal 50 ft. When transformed you now can speak with any marine animal and have advantage on charisma checks against them.
You can now cast "Tsunami" without any verbal or somatic requirements once per day.
This isn't one that anyone shold be messing with. No mortal being can understand this creature, and some immortals can't as well. In any case, you are now stuck with it, and it haunts your every moment, prepare for sleepless nights now that it has awoken. The good news is that it's on your side, the bad news is that it's by your side.
If this is your Demon Within you have resistance to Psychic damage and the Transformed form gives you a bonus in Intelligence instead of Constitution and Strength.
- Unspeakable Deep
Your Beast Roar turns into an unintelligible an abhorrent scream, unfathomable by mortal standards. It has advantage against hummanoid creatures, but has disadvantage against all other creatures.
- Aberrant Body
You feel a connection to a deep and mysterious force within you, but you can't quite reach it yet. By picking Aberration as your Demon Within you cannot make the Unnarmed attack, however you gain access to three Warlock cantrips.
- Tap into the Abyss
You look into the Abyss, and it waves back. At third level you can conjure spells from the warlock spell list. The ammount of spells you know is equal to your Intelligence modifier while transformed (min 1) + 2, The ammount of spell slots is determined at the table under the subclass description.
The save DC for your spells is 8 + your proficiency bonus + your intelligence modifier.
Your Attack bonus is 8 + your proficiency modifier + your intelligence modifier.
While transformed you can add your intelligence modifier to any magic damage you make with a spell.
- Shattered Mind
Your mind and It's mind are now as one, anyone who tries to reach it will be scarred forever with the maddening knowledge of the Cosmos. At 7th level whenever a creature tries to read your mind or access it in any way, it takes your Transformed Damage Die in psychic damage, this ignores immunity. You are also immune to any mind ailments (Frightened, Charmed).
- Otherworldly Help
At ninth level you can bring the help of an unlikely friend, maybe he was once connected to the Being inside of you, no matter, he's here to help. Once per turn, as a Bonus action, or as a reaction to being attacked, you can cast "Arms of Hadar" without using a spell slot. You can do this an ammount of times equal to your intelligence modifier while not transformed.
Also at this level you gain an addition to the "Bring Forth", additionally to the three transformations, you can do the following:
- -Borrowed Arms
- You can switch your arms for black tentacles for 1 minute. You can attack with them four times per turn, dealing 1d4 slashing and 1d4 psychic damage with each attack. During this time you also have advantage in intimidation checks. You also can't cast spells that require somatic components.
At level 10 the damage on the tentacle goes up to 2d4 psychic.
- Trauma Incarnate
At level 12, when you use your Manifest to bring upon your enemies the image of the thing that resides within you, you also bring upon the battlefield the "Hunger of Hadar" Spell without using a spell slot as long as it's central point is the projection. Enemies that fail the Wisdom saving throw will now be stuck reviving their worst memories over and over again.
- Protection from Below
At level 17 you discover a way to make the shadows of whatever realm your friend came from work in your favor. When transformed you now add half your Inteligence modifier (rounded up) to your AC
- Feed on Fear
You and this crazed being of chaos are now one and the same. At level 20, whenever there is a creature frightened by you in a 30 ft. radius you recover, at the start of your turn, 2d12 temporary hit points or 1 spell slot of level 5 or lower, this skill can be used three tmes per day. You are now one with the ways of not doing so well up there, you are now immmune to psychic damage, and once per day you can cast feeblemind without expending any spell slots.
|— Spell Slots per Possessed Level —|
Prerequisites. To qualify for multiclassing into the Possessed class, you must meet these prerequisites: Strength 13, Constitution 13
Proficiencies. When you multiclass into the Possessed class, you gain the following proficiencies: Shield
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