Shared Body (5e Class)
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- 1 Shared Body
- 1.1 An Unnatural Bond
- 1.2 Creating a Shared Body
- 1.3 Class Features
- 1.3.1 Table: The Shared Body
- 1.3.2 Ability Score Increase
- 1.3.3 Otherworldly Bond
- 1.3.4 Gifted Knowledge
- 1.3.5 Spellcasting
- 1.3.6 Soul Points
- 1.3.7 Gifted Spells
- 1.3.8 Bond Familiar
- 1.3.9 Controlled Transformation
- 1.3.10 Chains of the Bonded
- 1.3.11 Enhanced Bond
- 1.3.12 Sustained Body
- 1.3.13 Superior Bond
- 1.4 Draconic Bond
- 1.5 Demonic Bond
- 1.6 Celestial Bond
- 1.7 Shared Body Spell List
- 1.8 Multiclassing
A human facing his opponent, a large orc, points toward it as it is suddenly frozen in its tracks.
A young elf walks into a crowd of civilians, and walks out knowing that they are convinced of his motives. Every last one of them.
Three adventurers come across a strange room only to be locked in from the outside, however, the tiefling gently pushes on the door as it thunders open though the strongest dragon had forced.
These are all prime examples of what you, and your bonded entity, are capable of.
An Unnatural Bond
One does not gain a Bonded Entity in any ordinary way. Some Shared Bodies are formed when a soul ripped from its body attempts to find a new host. Others come into being when two creatures in a hole between dimensions are forced into one body. No-one knows for sure, and the situation is generally different every time. The thing that they all have in common though is that these two entities in one body are able to combine their strengths to reach heights un-achievable by the average mortal.
- Quick Build
You can make a Shared Body quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose option (b) for all equipment choices.
As a Shared Body you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons, Longsword, Heavy Crossbow
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Science, Medicine
You start with the following equipment, in addition to the equipment granted by your background:
- a Quarterstaff
- (a) a Hand Crossbow and 20 bolts or (b) a Heavy Crossbow and 10 bolts or (c) a Longsword
- (a) any simple weapon or (b) Scale Mail Armor or (c) Leather Armor
- (a) a Spellcasting Focus or (b) a Component Pouch
- If you are using starting wealth, you have 2d6x4 in funds.
|Features||Soul Points||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Gifted Knowledge, Otherworldly Bond||—||—||—||—||—|
|3rd||+2||Bond Feature, Gifted Spells||1||3||2||3||—||—||—||—|
|4th||+2||Ability Score Improvement, Bond Familiar||3||3||3||3||—||—||—||—|
|5th||+3||Bond Feature, Gifted Spells||3||4||5||4||2||—||—||—|
|8th||+3||Ability Score Improvement, Chains of the Bonded||6||4||6||4||3||—||—||—|
|12th||+4||Ability Score Improvement||9||5||9||4||3||3||—||—|
|13th||+5||Bond Feature, Gifted Spells||10||6||11||4||3||3||1||—|
|16th||+5||Ability Score Improvement, Enhanced Bond||12||7||12||4||3||3||2||—|
|19th||+6||Ability Score Improvement||15||7||15||4||3||3||3||2|
Ability Score Increase
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.
You have bonded with an otherworldly entity through some accident or pact. It is treated as the same creature as you except when targeted by an effect that would alter or read it or the host's thoughts. You may choose from one of 3 bonds: Draconic Bond, Demonic Bond, or Celestial Bond. The entity has the ability speak through you, but you may prevent it from doing so with a successful DC14 Wisdom saving throw. When referring to an effect that changes the appearance of the host to match that of the bonded entity, the change would be a sort of half-form, for instance, a host with the Draconic Bond might gain a coat of scales, draconic facial features, horns sprouting from the back of their head, a reptile-like tail, and a pair flightless wings unfolding from their forearms.
Due to the bond you share with your bonded entity, you have gained a portion of its vast knowledge. Whenever you roll a natural 1 on a Charisma, Wisdom, or Intelligence based skill check or saving throw you may re-roll the die, you must take the new number. This power comes at a cost however, whenever you re-roll an ability check or saving throw you must succeed on a DC14 Wisdom saving throw or the entity you body houses takes partial control. Once you fail the roll the entity may prevent you from taking an action that goes against its will. If you roll a natural 1 on the saving throw it not only gains partial control, but also changes your body to reflect its nature, your new appearance is determined by the physical appearance of the entity's previous body (see Otherworldly Bond). The partial control lasts for one minute and is treated as the charmed condition, however, the physical change lasts until your next long or short rest and is treated as though affected by the Alter Self spell. You may not use this feature when you fail a save caused by a feature from this class. Once you use this feature you are unable to use it again until you finish a long rest.
At 2nd level, you know two cantrips of your choice from the Shared Body spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shared Body table.
- Spell Slots
The Shared Body 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
At 2nd Level, you know one 1st-level spell of your choice from the shared body spell list.
The Spells Known column of the Shared Body table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn two new spells of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the shared body spells you know and replace it with another spell from the shared body spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your shared body spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shared body spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your shared body spells.
Soul Points are used for more things related to your Otherworldly Bond. Your total Soul Points are determined by your level as shown in the Shared Body table. You may regain a spell slot by expending a number of Soul Points equal to that Spell Slot's level. You can also use one to gain advantage on an attack roll, or cancel out disadvantage on an attack roll, you cannot use one to gain advantage on a roll with disadvantage. You regain all expended Soul Points after a short or long rest.
At 3rd level, your bonded entity has given you a fragment of its own arcane power. Choose a 2nd level spell from this class's spell list, you may cast that spell without expending a spell slot or material components, you may not do so again until you finish a short or long rest. At 5th level you may choose a 3rd level spell, a 4th level spell at 7th level, a 5th at 9th level, a 6th at 11th, a 7th at 13th, a 8th at 15th, and a 9th level spell at 17th level. You may only cast one of these spells before taking a long rest, they do not count against spells learned, and do not replace the previous spell chosen.
At 4th level, you may cast the Find Familiar spell once per day without expending a spell slot or material components. The form of your familiar changes to reflect your bonded entity, you may choose a pseudodragon or an imp as your familiar, in addition to the forms provided in the player's handbook as your familiar.
At 6th level, you are able to call upon your bonded entity's power to change your appearance. The change functions as the Alter Self spell, changing your appearance as described in Otherworldly Bond. In addition, while transformed you have advantage on all intimidation or persuasion ability checks (your choice, you may choose when you transform). The transformation lasts for 1d4 minutes, after using this feature you may not use it again until you finish a long or short rest.
Chains of the Bonded
At 8th level you can use your bonded entity's strength to hold an enemy in place. As an action, one creature of your choice that you can see within 120ft must make an Intelligence saving throw against your spell save DC or be restrained for 2d4 rounds. Once you use this feature you may not use it again until you finish a short or long rest.
Your have strengthened the trust between you and your bonded entity. Choose one option listed below:
Greater Familiar: When using find familiar you may summon a dragon wyrmling or a worg as your familiar. You may ride a summoned worg as a mount when summoned.
Greater Transformation: You may add your Intelligence or Wisdom modifier to a Persuasion or Intimidation ability check while transformed.
Greater Chains: You may target an additional two creatures when using the "Chains of the Bonded" feature.
At 16th level you may chooses an additional option from the above. You may not choose the same option twice.
You no longer suffer the affects of old age, in addition you can go twice the amount of time without food or drink.
At 20th level, The difference between you and your bonded entity is finally able to be bridged. As an action you may transform into your bonded entity's true form, this is treated as the True Polymorph spell and the transformation lasts for 10 minutes. The form of your entity is determined by your Otherworldly Bond:
Draconic Bond: an Ancient Dragon of your bonded entity's scale color.
Demonic Bond: a Pit Fiend or Balor.
Celestial Bond: a Solar.
You may not use legendary actions while transformed. Once you use this feature you may not use it again until you finish a long rest.
|Shared Body Level||Spells|
|2nd||Absorb Elements, Chromatic Orb|
|3rd||Dragon's Breath, Levitate|
|9th||Wall of Fire|
The entity that's will resides in your body is, or is closely related to, a form of adult or older dragon of an element and alignment determined by their scale color. When your body is altered by their grasp use this scale color to determine the color of scales that you gain during the transformation. You may roll a d12 to determine the variety of dragon they were, or choose it yourself.
When you roll a Strength or Constitution ability check or saving throw you may expend a hit die from this class and add the results to the roll.
At 3rd level, you are able assume a form reminiscent of the entity that shares your body. As a bonus action, you may expend 1 Soul Point to do so, the transformation lasts for a number of rounds equal to your overall level (including other classes), during it, gain the following benefits:
Gliding Flight: You gain a flying speed of 20ft. However, you fall at a speed of 10ft per round if you are not on the ground. You do not take falling damage upon landing.
Defensive Scales: If you aren't wearing armor, your AC now equals your 13 + your Dexterity Modifier. You also have advantage on all Constitution saving throws.
Draconic Visage: Your appearance also changes to match your bonded entity (see Otherworldly Bond), as though affected by the Alter Self. You also gain +2 to all intimidation checks.
At 5th level, you can call upon an elemental cloak to shield you. Whenever a creature hits you with a melee weapon attack, you may expend 1 Soul Point to cause that creature to make a Dexterity saving throw vs. your Spell Save DC or take 2d4 damage of the type associated with your bonded entity.
At 13th level, you have the ability to invoke the frightening presence of your bonded entity. You may expend one Soul Point to cause one creature that can see you within 70ft to make a Charisma 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.
|Shared Body Level||Spells|
|2nd||Bane, Hellish Rebuke|
|3rd||Crown of Madness, Darkness|
|5th||Hunger of Hadar, Vampiric Touch|
|17th||Dominate Person, Cloudkill|
Your bonded entity is a powerful being from the lower planes.
Whenever you hit a creature with a melee weapon attack you may expend any number of Soul Points to deal an additional 1d4 fire damage per soul point spent. You may use this ability without expending Soul Points, but if you do you may not do so again until you finish a short or long rest. If you use this ability without expending Soul Points it is used as though 1 Soul Point was spent.
At 3rd level, Whenever you hit a creature with a weapon attack you may spend 1 Soul Point to give yourself a number of temporary hit points equal to the damage dealt by that attack.
At 5th level, as a bonus action you may expend 1 Soul Point to target a creature within 120ft that you can see, that creature becomes your marked enemy. You have advantage to hit a marked enemy with a melee weapon attack, and a marked enemy has disadvantage on saving throws against spells you cast. However, you may not take a long rest as long as your marked enemy still stands. You may unmark a marked enemy as a bonus action if you are touching them or their corpse, if you or an ally reduce a marked enemy to 0 hit points it is no longer your marked enemy. If a marked enemy attempts to take a long rest while marked you are aware of their location. If you go for 48 hours without seeing your marked enemy they are no longer your marked enemy.
At 13th level, Whenever you take the attack action against a marked enemy you attack an additional time. You deal an additional 2d6 fire damage whenever you hit with a melee attack against a marked enemy.
|Shared Body Level||Spells|
|2nd||Bless, Shield of Faith|
|3rd||Spiritual Weapon, Prayer of Healing|
|5th||Beacon of Hope, Mass Healing Word|
|9th||Guardian of Faith|
|17th||Dispel Evil and Good, Banishing Smite|
Your bonded entity is a powerful being from the upper planes.
As an action, you may expend 1 Soul Point to create a 40ft area of bright light centered in a position of your choosing that you can see withing 30ft. You may also create a 90ft area of dim light centered from yourself for 1 Soul Point. The light lasts for 1d4 minutes or until dispelled by any magical darkness touching the center point. You may use this ability without expending a Soul Point, but if you do you may not do so again until you finish a short or long rest.
At 3rd level, as a bonus action you may expend 1 Soul Point to heal an ally that you can see within 60ft a number of hit points equal to your level in this class. You may use this ability as a free action if you used it as a bonus action within 6 seconds.
At 5th level, as an action you may expend 1 Soul Point to give 2d4 Temporary hit points to up to two creatures you can see.
At 13th level, as an action you may expend 1 Soul Point to create a 60ft area of bright centered on you. Any creature that enters this area must succeed on a Constitution saving throw against your spell save DC or be blinded, if they fail the saving throw they must exit the area with any remaining movement. Any creature that ends its turn in the area takes 3d12 radiant damage. You may target up to 3 creature within your 60 ft that you can see when using this feature, those creatures are immune to this feature's other effects and are healed a number of points equal to half your level in this class.
You may learn any of the spells on the basic Shared Body spell list and additional spells based on your subclass.
- Cantrips (0 Level)
Spare the Dying
- 1st Level
- 2nd Level
Pass Without Trace
- 3rd Level
Meld Into Stone
Glyph of Warding
- 4th Level
Freedom of Movement
- 5th Level
Mass Cure Wounds
Rary's Telepathic Bond
Wall of Force
- 6th Level
Flesh to Stone
- 7th Level
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the Shared Body class, you must meet these prerequisites: Intelligence 13, Wisdom 13
Proficiencies. When you multiclass into the Shared Body class, you gain the following proficiencies: Simple Weapons, Light Armor