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Lost Soul

Disclaimer: Most of this is based on Matt Mercer's Lingering Soul class, but reimagined as a half-caster and with whole new subclasses.   Sometimes, things go terribly wrong and a soul is dislodged from its body, lost drifting with no way to really interact with the world. They need a host. 
Other beings not of this world cannot survive on their own and need to bond with something to stay alive. 
And some... some have just been discarded. These are all lost souls.  

Mind over Matter

A lost soul can vary much in its demeanor, but one thing is for certain: without a body to inhabit, they are nothing but a will. 
Lost souls are stronger mentally than their corporeal allies, but often lack the ability to interact with the world properly on their own. 
A lost soul is feared by most, but those who find themselves allied with them can expect to benefit greatly.  

Shapes and Sizes

Lost souls come in many different forms, and as such have different goals. Some wish to settle a score, others just want to live. But one thing is sure for all of them; they can't do it alone. 
Lost souls actively seek out people and try to gain their trust, respect, or fear in order to get their aid. To do this, they need to be cunning, wise and well-spoken.  

Creating a Lost Soul

Lost souls can be challenging to roleplay, since they are so dependant on other creatures. However, that also opens up great opportunities. 
When creating a lost soul, look first at the sub-classes and decide which one you want to be. That might give you some ideas as to how your character behaves.  

Quick Build

If you are in a hurry, here are some guidelines. 
Your highest ability score should be Intelligence. 
If you plan on playing as an Aberrant Energy, Psychic Parasite or a Symbiote, your second highest score should be Constitution 
For an Astral Projection or a Flawed Spirit, choose Wisdom as your second highest score. 
As an Avatar, Bodysnatcher, Ghost or Infernal Coin, Charisma should be your second highest score. 
A good background for a lost soul is Far Traveller (SCAG) or Haunted One (CoS). 
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Intelligence, Wisdom
skills: Choose three skills from Arcana, Deception, History, Insight, Investigation, Perception, Persuasion 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

  • Leather armor and any simple weapon


spellcasting:
By the time you reach 2nd level, you have learned to use your energy to affect the world around you. 
When casting a spell with material components that have a gold cost, your first host, or your current host must have them.  

Cantrips

As a lost soul, you gain the Prestidigitation and Thaumaturgy cantrips.  

Spell Slots

The Lost Soul table shows how many spell slots you have to cast your lost soul spells of 1st level and higher. To cast a spell, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   

Spells Known of 1st Level or Higher

You know two 1st level spells of your choice from the lost soul spell list. 
The Spells Known column of the lost soul table shows when you learn more lost soul spells of your choice. Each of these spells must be of a level for which you have spell slots. 
Additionally, when you gain a level in this class, you may choose one of your lost soul spells and replace it with another one from the lost soul spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Intelligence is your spellcasting ability, so you use it whenever a spell refers to your spellcasting ability. The Intelligence modifier is used to determine the saving throw DC for your lost soul spells, and when you make a spell attack roll. 
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier 
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier.  

Spellcasting Focus

You can treat any host you are possessing as an arcane focus.
class features:

Ethereal Form

You have no body of your own - at least not in the conventional sense. Instead, you have an incorporeal shape and gain the following special conditions:
  • You cannot physically carry items or equipment.
  • While in ethereal form, you have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
  • You are immune to poison damage and the \textit{poisoned} condition.
  • You fall at a rate of 60 feet per round and do not suffer falling damage.
  • Normal rules for short and long rest applies to you in regards to restoring abilities and regaining hit points, however, you don't need to sleep.
  • Should you fall to 0 HP, you begin to fade away or wither. You are unconscious and roll death saves as normal. Should you die, your soul is lost and can only be brought back with the use of a \textit{Wish} spell, or by physically bringing it out of whatever plane it ended up on.
  • You do not age.
Other special conditions are given by your chosen Soul Origin.  

First Host

When you make your character and choose a race, that is the body of your first host. It can be a living person, or a corpse (depending on your sub-class). 
Your first host is proficient with simple weapons and light armor, as well as anything else given to it by the race. Racial traits you would gain upon character creation are tied to your first host. 
Your host is willing and you can leave it as a free action, and re-enter as a bonus action. 
While you are not in your host, the DM controls it, but you may be allowed to do it at their discretion. If your host is a corpse and you are separated from it for a minute, you cannot re-enter it and must find a new host. 
If your host suffers damage, other than psychic, while you are in it, you take half that damage if the host is alive, and all of it if it is a corpse. Psychic damage is directed at either you or the host. If a living host should die with you inside, you can keep using it, provided you sub-class allows it. If damage would be split and you would then apply resistance or immunity (for some reason, rather than the host having it) the host takes the damage you resists. If, however, the host has resistance, that damage if first halved, then split. And similarly, if the host has immunity, you don't take any damage either. 
A spell or effect such as Dispel Evil and Good or Turn Undead will force you out of your host. 
Your host has a d6 HP for each level you have in the lost soul class, but does not benefit from any bonus from Constitution and their HP is tracked separately. 
When you are within any host, you use their senses and their body for attacks, as well as their AC and damage resistances. When healing would be done to your or your host, it is split evenly between you two. 
At your DM's discretion, you may be allowed to have another player character be your first host, in which case they act autonomously on their own turn.  

Soul Origin

When you make your character, at 1st level, you also have to choose where your soul comes from. Your options are: Aberrant Energy, Astral Projection, Avatar, Bodysnatcher, Flawed Spirit, Ghost, Infernal Coin, Psychic Parasite and Symbiote.  

Possession

Starting at 2nd level, you have learned to possess other beings beside your first host.
As a bonus action, you can try to possess a creature within 5ft of you. The creature may attempt a Charisma saving throw against your spell save DC to resist the possession. Creatures with an intelligence score below 4 have disadvantage on the saving throw. A construct or an undead creature with intelligence below 4 (or a corpse) automatically fails the Charisma saving throw. 
While you possess a creature, you occupy the same space, cannot be seen or targeted by spells and effects, but you suffer damage as with your first host, and use the possessed host's AC, damage resistances and senses. 
Possession is a constant struggle. On your turn, you control the creature, but on its turn it has complete autonomy. While you control it, you can use any abilities it has available that do not use up non-physical limited resources (such as spell slots, ki points, or bardic inspiration). You can use potions and similar items. Features such as extra attack (or multiattack) are also not available to you. While the possessed creature is in control during its turn, you follow when it moves. 
You use the creature's stats for attack and defence, and you can use your reaction as if you were the creature, but it uses its own reactions.
When a spell or effect would have you make a Dexterity saving throw, you can choose to use your reaction to leave the creature, in order to use your own Dexterity modifier, otherwise you are "along for the ride". 
If you fall to 0 HP, you are expelled from the creature. Otherwise, the same rules apply as with your first host. 
A creature with an Intelligence of 14 or higher can use a bonus action to retry the Charisma save on its turn. 
If you are expelled from the creature by any means other than you deciding to leave, they are immune to your possession for 24 hours. 
When you would cast a spell that has range touch or self, you may choose to apply it to your current host. 
You cannot possess incorporeal creatures.  

Magical Transference

Starting at 3rd level, you have learned how the flow of magic affects magical items. If you spend 1 hour with a magical item, you can absorb the magical properties it has, rendering it a normal item. You can either keep the properties tied to your ethereal form, or transfer them to another item of your choice by spending another hour. At any given time, you can hold a number of magical effects, in this manner, equal to your Intelligence modifier. 
You can only hold at most three magical effects that would require attunement, in this way. 
You cannot transfer the properties of artifacts or sentient items in this way.  

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.  

Bonded Possession

Beginning at 5th level, when you possess a creature, you bond with them on a higher level than before. 
You gain the ability to utilize features such as extra attack or multiattack when you are possessing a creature who has those features.  

Mind Delve

Also starting at 5th level, while you are possessing a creature with an Intelligence score of 6 or higher, you can use your action to delve into its mind. You state what you are looking for and the DM will give you an answer or show you a memory, depending on what you asked for.  

Expelling Discharge

Starting at 7th level, when you choose to leave a creature you are possessing, you can choose to do so with a discharge. If you use a discharge, the creature you leave takes 2d6 psychic damage and must make a Constitution saving throw against your spell save DC. On a failed save, they are stunned until the end of their next turn. 
You can use this feature a number of times equal to your Intelligence modifier. All charges are restored after you finish a long rest. 
The damage increases by 1d6 each in 9th, 12th, 16th and 20th level.  

Disruptive Presence

Starting at 9th level, when a creature you are possessing takes an action, you can use your reaction to disrupt it. They have to make a Constitution saving throw against your spell save DC. If they fail, they fail whatever they were doing and lose the action. If they succeed, their action continues normally.  

Subtle Possession

At 10th level and beyond, when you wish to possess a creature, if you jump directly from one host to the next, or if you are unseen before attempting a possession, you can make a Dexterity (Stealth) test against the creature's passive perception in order to possess it without alerting it. 
The creature then has disadvantage on the Charisma saving throw unless their Intelligence score is 16 or higher.  

Draining Possession

Starting at 11th level, while possessing a creature, you can now use features they have that would expend a spell slot or other limited resources, such as casting spells, the paladin's smite, ki points or breath weapons.  

Improved Possession

Starting at 13th level, you automatically succeed at possessing a creature whose Intelligence score is 4 or lower. Additionally, all creatures with an Intelligence score below 16 have disadvantage on the Charisma saving throw to resist possession.  

Spell Disruption

Starting at 15th level, you can use your disruptive presence to try to interrupt spells being cast by the creature you possess. If you succeed, the spell fails, and the spell slot is expended, however, the magical energy expels you from the creature.  

Complete Possession

At 20th level, when you possess a creature, you can completely turn them into your thralls. 
If the creature has an Intelligence score below 4, you automatically enthrall them when you possess them. To enthrall another creature, you have to spend three consecutive turns possessing them, and then use your full 4th turn to take control of them. 
If a creature has an Intelligence of 16 or higher, you cannot enthrall them. 
An enthralled creature acts on your initiative while you aren't possessing them, and will follow you as a companion. 
You may only have a number of thralls equal to half your Intelligence modifier (rounded up) at once. Your first host counts toward this, but you can use this feature to change your first host. If you were to get a thrall above the limit, you have to end your enthrallment of one creature.
Once you've used this feature, you can't do so again until you've finished a long rest.  

Immortal Soul

At 20th level, you can no longer be destroyed. If you die by any means, you reform in 1d10 days in the space where you died. If that place is not safe, you may reform by possessing a creature you are familiar with. 
subclass options:

Soul Origin

Every soul has a beginning and an end. When you gain your 1st lost soul level, choose where your soul comes from and what it is from the options below.  

Aberrant Energy

You are a being comprised of pure energy that came to this world looking for something. As such, you are sensitive to the energies of the world and require a living host that you bond with. One cannot live without the other.  

Aberrant Nature

You travelled through the void to reach this world, but found that you could not live in it without the protection of a living host. And yet, your very nature has doomed the one to whom you are bonded. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Aberration. All spells, abilities and effects that affect aberrations specifically affect you too.
  • You glow brightly, casting light around you for 30ft.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You can move through non-metal items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage.
  • You have darkvision for 60ft.
  • You are vulnerable to lightning damage.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Additionally, you must have a living host to which you are tied. The following rules apply to you and your host: 
  • Your host is alive, needs to eat, drink and sleep. You cannot possess corpses, but undead are fine.
  • At the end of each of your turns that you are separated from your first host, you each take one hit die psychic damage (you take a d4, the host takes a d6).
  • If either you or your host dies, the other dies too. If one stabilizes, the other is automatically stabilized and you are pulled back into your host.
 

Extend Energy

Starting at 1st level when you choose this origin, whenever a creature you're possessing (including your first host) makes a melee attack, you can choose to add your Intelligence modifier to the damage roll as lightning damage.  

Damaging Presence

Starting at 6th level, when you possess a creature that is not your first host, they take radiant damage equal to your Constitution modifier (minimum of 1) when you possess them, and at the start of each of your turns if you still possess them. 
This damage ignores resistance but not immunity.  

Expelling Discharge Alteration

When you use the Expelling Discharge feature, it deals lightning damage instead of psychic.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

Partially Physical

Starting at 14th level, while not possessing a creature, you can use a bonus action to become partially physical.
While partially physical, you can attack creatures by lashing out at them with your energy. This attack deals 1d10 lightning damage and you add your Intelligence modifier to attack and damage rolls. You are considered proficient with your lash. 
You may also carry your first host and another medium sized or smaller creature as part of movement where you use your flying speed. You are subject to attacks of opportunity during this movement, but the creatures you carry are not. 
This feature lasts until you next enter a creature with possession (including your first host).  

Pure Energy

Starting at 18th level, you can transform any creature you are inhabiting into pure energy as an action. While they are pure energy, they gain your flying speed and are incorporeal. This lasts until the end of your next turn. 
Once you've used this feature, you can't do so again until you've finished a short or long rest.  

Complete Discharge

Starting at 18th level, when you use the Expelling Discharge feature, you can choose to do a complete discharge. When you do, each creature within 10ft of the creature you were possessing takes the damage from the discharge, and you are scattered until the beginning of your next turn, when you reform inside your first host. 
While scattered, you are immune to all damage and conditions. You still die if your first host dies. 
Once you've used the complete discharge feature, you can't do so again until you've finished a short or long rest.  

Immortal Soul Alteration

When you would die and then use the immortal soul feature, you must do so with a possession of a willing creature. This creature can be another PC.  

Astral Projection

The winds of the astral plane are not always kind to its visitors. Sometimes, they blast so hard that an astral projection dislodges from its owner, leaving them in a comatosed state while the projection flows aimlessly through the astral plane. 
You, however, have found a way back to the material plane and have found a host.  

Astral Nature

You stepped out of the astral plane without a physical form, and now you wander through this one as a projection of who you used to be. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Undead. All spells, abilities and effects that affect undead creatures specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You glow in a color of choice for 5ft.
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Additionally, your first host may be a corpse, and you can possess corpses.  

Astral Sense

When you choose this soul origin at 1st level, you gain the ability to sense extraplanar energy. As a bonus action, you can activate your astral sense to see the auras of beings around you. They glow in a color that represents their creature type: a deep purple for aberrations, a warm yellow for celestials; a deep green for fey; a dark red for fiends; and a swirl of either blue, brown, orange or white for elementals. 
Your astral sense lasts for a number of rounds equal to your Wisdom modifier (minimum of 1), or until you choose to end it with a free action, whichever is first.  

Astral Empowerment

Starting at 6th level, while you are inhabiting a creature, you may choose to allow them to add your Wisdom modifier to their Wisdom (Perception and Insight) tests (minimum bonus of +1). 
Additionally, when a creature you inhabit makes a ranged attack, you may choose to add your Wisdom modifier to the damage as psychic damage.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

Ranged Possession

Starting at 14th level, you can possess creatures you can see within 30ft. 
Once you've possessed someone in this manner, you can't do it again until you finish a short or long rest. 
Alternatively, when someone you inhabit makes a ranged attack roll, you can choose to "hitchhike" with the arrow and possess the target, if it hits. This counts as leaving the creature you inhabit but does not count as having used your ranged possession. You can declare this once the attacker has rolled, but before you know if it hits or not. If it doesn't, you assume ethereal form where the arrow lands.  

Astral Path

Starting at 18th level you gain the ability to enter the astral plane at will, as an action. You can bring a creature you are inhabiting. You can stay there as long as you like and explore it before choosing to reappear on the material plane in a spot within 120ft of the place you were in. You may choose to leave the creature you are inhabiting while on the astral plane. While there, you cannot benefit from the effects of a short or long rest.
Once you've used this feature, you can't do so again until you've finished a long rest.  

Avatar

You are a piece of a god that was placed in an avatar of that god's choosing. However, that person died, and you were discarded by your god, left to wonder the world as a mere idea, until you found a new body to inhabit.  

Power of an Idea

When you choose this origin at 1st level, also choose a deity of some kind from which you were created. This deity can be an Archon, an Archdevil, a Demon Lord, an Elder Elemental, a Feylord, a Great Old One, or some other godlike creature. 
You inhabit some specific ideal or aspect of this deity, and that is what fuels you. 
You automatically succeed any Intelligence (Religion) check regarding knowledge about your deity.  

Divine Nature

You have been left behind by a deity and are but a dead reflection of them. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Undead. All spells, abilities and effects that affect undead creatures specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You glow in a color of choice for 5ft.
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Additionally, your first host may be a corpse, and you can possess corpses.  

By the Power Invested in Me

At 1st level when you have chosen your deity, choose one affinity tied to it; all your spells that deal damage deal the type of damage tied to that affinity.
Good: Radiant
Evil: Necrotic
Lawful: Lightning
Chaotic: Fire
Neutrality: Cold  

Righteous Divinity

Starting at 6th level, you can use your divine powers to infuse any creature you are inhabiting. They get to add your Charisma bonus to Charisma (Persuasion and Intimidation) checks (minimum bonus of +1). 
Additionally, when you have possessed someone and left, they have disadvantage on attack rolls against you because they still feel your divine power.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

Divine Protection

When you get this feature in 14th level, you gain immunity to the damage type granted by the affinity chosen at 1st level. 
Additionally, you have advantage on all Intelligence (Religion) tests regarding deities of the same pantheon or type as your deity.  

Divine Power

Starting at 18th level, when you would successfully possess a creature, you can instead use your divine power to examine their soul. You get answers to any three questions about the creature. Then, you may choose to bombard their soul with divine energy. The effect of this depends on their current HP: 
  • 100 HP or fewer: They immediately take damage equal to five times your Charisma modifier (minimum of 5 damage). The type is the same as your affinity and ignores resistances but not immunity.
  • 50 HP or fewer: As above, and they are stunned for 1 minute.
  • 25 HP or fewer: Their soul is shattered. They die and cannot be brought back except for with the use of a Wish spell.
Once you've used the second part of the ability, you can't you either until you've finished a long rest.  

Bodysnatcher

No one knows exactly how these creatures come to be, but what is known is that they take over a body and knock out the soul that is currently inhabiting the body, in order to take control of it. 
They are highly territorial and try to blend into their surroundings... who knows, maybe the ruler of a nation has been body-snatched?  

Unknown Nature

Little is known about the bodysnatchers, except that they are undead of some sort. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Aberration. All spells, abilities and effects that affect aberrations specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You glow in a color of choice for 5ft
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Your host must have been living when you took it over, but can be a corpse now.  

Watcher

While you are within a willing living host, you always have advantage on perception tests, and you cannot be surprised, as their soul floats near, watching. 
If the host is not willing, you have to succeed at a Wisdom (Insight) against their Charisma (Deception) to gain this benefit.  

Possession Alteration

When you possess someone, you literally take the place of the soul that belongs in the body, and they float 5 feet from their body at all times. Make the following adjustments to possession:
  • The host's soul has its body's statistics except for half its HP, but gains resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
  • The host's soul automatically floats to be in the safest place around its body and if you move the body, the soul does not provoke attacks of opportunity.
  • You cannot possess corpses or undead, but you can keep the body if the host's soul dies while you inhabit it. If you leave, you cannot re-enter it.
  • At the beginning of its turn, the host's soul can make a Charisma saving throw (as if resisting possession) to push itself back into its body. If it fails, it doesn't get a turn.
 

Deep Dive

Starting at 6th level, when you use Mind Delve, you not only get an answer or see a memory, but you also know what it means to the person you inhabit. This gives you a deeper understanding of them. They have disadvantage on their next save to try to take control of their body, and you have advantage on all Charisma, Intelligence and Wisdom ability tests regarding the subject of the Mind Delve.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.  

Subtle Possession Alteration

When you successfully use Subtle Possession, the host's soul has to pass a Wisdom (Insight) against your Charisma (Performance) or it is considered a willing host. It can choose to retry the save either at the beginning of its turn (if in combat), or when you do something that would be out of character.  

Discharging Presence

Starting at 14th level, when the host's soul manages to push back into their body, you can immediately use your reaction to expend a use of Expelling Discharge. You do not suffer any of this damage.  

Dislodge Soul

Beginning at 18th level, when you successfully possess a creature, you dislodge their soul from their body. They become a lost soul and must succeed in possessing their own body (as if using the possession feature) by spending a full turn trying to push themselves into it. Each time they begin a turn disjoint from their body, they suffer 1d10 force damage that cannot be reduced by any means.  

Flawed Spirit

Each part of nature has their own spirits that protect it. You were supposed to be one of them, but for whatever reason, you were flawed at birth, giving you a mindset that was more free than that of your brethren. You were cast out by the other spirits and now walk this plane in search of a place where you belong.  

Spiritual Nature

You were created from nature as a force that can move freely in its domain. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Fey. All spells, abilities and effects that affect fey creatures specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Additionally, your first host may be a corpse, and you can possess corpses.  

Flawed Nature

When you choose this origin at 1st level, you also choose what type of spirit you were supposed to be. This gives you a cantrip based on your choice:
Avenging: Eldritch Blast
Guardian: Resistance
Healing: Spare the Dying
Woodland: Druidcraft
Additionally, you become proficient with your choice of one of the following skills: Insight, Intimidation, Medicine or Nature.  

Fickle

Also starting at level 1, when you or a host you are possessing rolls an attack, saving throw or skill check, once you know the result but not the outcome, you can choose to reroll it and pick which total to use. 
You can use this once per long rest.  

Word of the Wise

Starting at 6th level, your word carries a lot of weight. While you are possessing a creature, you may, as a bonus action, attempt to convince all its allies who can hear it to back down. If the creatures are of Intelligence 6 or higher, this uses Charisma (Persuasion), otherwise it uses Wisdom (Animal Handling). They roll opposed with Insight. If the creature's allies fail, your word carries and they will stand down, at least until hostilities rise again. If they succeed, you still place a seed of doubt within them and they will have disadvantage on their next attack rolls against your allies.
Once you've used this feature, you can't do so again until you've finished a short or long rest.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

Eager

Spirits are eager to act. Starting at 14th level, you and any creature you inhabit at the start of combat cannot be surprised. Additionally, you both may add your Wisdom modifier to your initiatives.  

Dying Power

Starting at 18th level, when a creature you are inhabiting falls to 0 HP, you may use the following ability, based on your spirit type:
Avenging: You may immediately deal damage equal to five times your Wisdom modifier (minimum of 5 damage) to the creature who dealt the killing blow.
Guardian: You may choose to use your reaction to nullify the damage that would kill the creature.
Healing: You may immediately restore a number of HP equal to ten times your Wisdom modifier (minimum of 10 HP) to yourself or the creature you are inhabiting (this is not shared).
Woodland: You may immediately summon a woodland creature as with the \textit{Conjure Woodland Beings} spell, except doubled the CR listed on the spell.
Once you've done this, you may also immediately attempt a possession of the creature that dealt the killing blow to the one you were inhabiting, regardless of where they are, and they have disadvantage on the saving throw.
Once you've used this feature, you can't do so again until you've finished a long rest.  

Ghost

Most lost souls fall into the category of ghosts: souls who linger in the world of the living to resolve some unfinished business. More often than not, these are the souls of the murdered and the wrongfully accused. You are one of them.  

Ghastly Nature

You died, and now you roam the lands of your life seeking to resolve the lingering issues from your life. 
When you choose this origin at 1st level, make these additions to your Ethereal Form: 
  • Your creature type is Undead. All spells, abilities and effects that affect undead creatures specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You glow in a color of choice for 5ft
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
Additionally, your first host may be a corpse, and you can possess corpses.  

Haunting Hatred

When you choose this origin at 1st level, choose a creature type that killed you, or had a hand in your demise: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants or undead. Alternatively, you can choose any humanoid race. You may add your Charisma modifier (minimum bonus of +1) to attack rolls and damage rolls mage against that type of creature. You may choose to extend this benefit to creatures you inhabit.  

Furious Possession

Starting at 6th level, while you are possessing a creature for which you have a haunting hatred, they have disadvantage on attacks, ability checks and saving throws that aren't made specifically to expel you.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

The More You Know

At 14th level, you learn that another creature, of a different type or race was involved in your death, and your haunting hatred spreads to them too. 
Additionally, you can haunt a person a number of times equal to your Intelligence modifier. When someone makes a skill check, you can choose to lower their roll by your Charisma modifier (minimum reduction of 1).
Your uses of haunting refreshes after you finish a long rest.  

Storm of Hatred

Starting at 18th level, when you use Expelling Discharge on a creature affected by your hatred, you cause a storm of haunt around you. Ghosts of the dead cry and scream, smaller objects swirl around you, and everything darkens. 
All creatures within 60ft of you must make a Wisdom saving throw against your spell save DC, but for this, you increase the DC by your Charisma modifier (minimum bonus of +1). On a successful save, they are affected by the damage of your expelling discharge. On a failed save, they take the damage and become frightened of you for the duration of the storm. 
The storm lasts for a number of rounds equal to your Charisma modifier (minimum of 1) and follows you. Any creature who enters it or starts their turn within it must make a Dexterity saving throw to avoid the flying objects, taking 4d10 magical slashing damage on a failed save, and half that on a successful one.  

Infernal Coin

In life, you made a deal with a devil, and then you died and your soul was collected. Now, somehow, someone managed to get a hold of your soul coin and brought it back to the material plane.  

Bound Nature

You are inescapably tied to your soul coin. 
When you choose this soul origin in 1st level, make these additions to your Ethereal Form:
  • Your creature type is Undead. All spells, abilities and effects that affect undead creatures specifically affect you too.
  • You do not need to sleep, eat or drink, and cannot benefit from consumables that require ingestion.
  • You can move through creatures and items as if they were difficult terrain. If you end your movement inside an object, you take 1d10 force damage. You cannot pass through adamantine objects in this manner.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength, Dexterity and Constitution saves and tests that govern physical threats and actions. Spells can still affect you.
  • You appear as a semi-transparent image of what you looked like in life.
  • You are bound to your coin, which is indestructible. You cannot travel further than 60 feet from your coin. If your coin is moved beyond that, you are dragged along with it.
  • You, but not your hosts, are immune to fire damage.
Additionally, your first host is your coin, but a person who holds it becomes your first host. It cannot be a corpse, but an undead is fine.  

Heads or Tails?

Also at 1st level, you can use a bonus action to have your host flip your coin. You flip a coin (or roll a die and decide which of high and low is heads and which is tails).
Heads: You or your host gains a free reroll (as with Lucky) to use before the start of your next turn.
Tails: One creature you can see gets disadvantage on the next roll (not death save) they make. 
You can use this feature a number of times equal to your Intelligence modifier before needing a long rest to recover all expended uses.  

Pull of a Soul

Starting at 6th level, while you are possessing a creature other than your first host and you would be pulled away due to distance from your coin, you can force them to make a Strength saving throw against your spell save DC (a creature can choose to fail this save). On a failure, they are pulled along with you.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You gain a flying speed equal to 30ft, and you no longer treat passing through objects or creatures as difficult terrain.   

Devil's Charm

Beginning at 14th level, you can lend your power to anyone holding your coin. While they hold it, you can allow them to add your Charisma modifier (minimum bonus of +1) to all Charisma skill tests. 
Additionally, when you would trigger Pull of a Soul, you can instead choose to trigger Expelling Discharge.  

Feel Lucky

Staring at 18th level, you can channel infernal powers from your coin. As an action, you can pull the coin toward you. If you are possessing a creature, you can force them to catch it. When they catch it, you get an immediate use of Heads or Tails? and you can add the following effects:
Heads: You shroud the host in an inferno, dealing 10d6 fire damage to all creatures within 10 feet of the creature, or half as much on a successful Dexterity saving throw against your spell save DC. The host is immune to this damage.
Tails: Your host boils from within, taking 10d10 fire damage, or half as much on a successful Constitution saving throw. 
You have to choose whether to apply the extra effect before flipping the coin, and once you've used the extra effect, you can't do so again until you've finished a short or long rest.  

Immortal Soul Alteration

When you would use the immortal soul feature, your soul simply goes dormant within your coin, and reappears as normal but in the space where your coin is.  

Psychic Parasite

From beyond this realm, creatures come to feast on the minds of the living. Emotions are the prime source of nutrition for these beings as they insert themselves into the minds of their victims. 
You are one of these beings, and survival in this world is difficult when not within a host.  

Spore Nature

You reside in your host, often unbeknownst to them, waiting for a time when you can feast on them, or seize control of them. 
When you choose this soul origin at 1st level, make these alterations to your Ethereal Form:
  • Your creature type is Aberration. All spells, abilities and effects that affect aberrations specifically affect you too.
  • You do not need to drink or sleep, but still need to be inert to benefit from rests. You need to feed by dealing psychic damage to a creature every day. Any day when you don't, you suffer one level of exhaustion.
  • You can move through a space as narrow as 1 inch without squeezing.
  • While in spore form, you have resistance to cold damage.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength and Dexterity saves and tests that govern physical threats and actions. Spells can still affect you.
  • You are not incorporeal.
Additionally, you must have a living host. If you are without a host for a minute, you enter a protective spore-state until you can find a new host. You can do this when a creature enters your space by succeeding a possession. 
Each turn, you can use an action to deal 1d4 psychic damage to your host, recovering the same amount of HP. This damage increases by 1d4 at 5th, 11th and 17th level.  

Dormant

If you lose your first host and enter a spore-state, you can gain a new host (as if possessing them, despite that being a 2nd level feature). Until you actively do something, that host is unaware of your presence.  

Possession Alteration

You can only possess living hosts and undead - not corpses. However, you may remain in a body that has become a corpse if you possessed it before it died.  

Dead Servant

Staring at 6th level, you gain the ability to spread your presence further. After a creature you possess dies and you keep possessing it, you can leave it to possess other creatures and retain control of the first one for a number of rounds equal to your Constitution modifier (minimum of 1). 
Your servant has HP equal to twice your level. 
You can only have one such servant at a time.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You can walk on any surface, in any angle, using your normal speed. You also ignore difficult terrain. 
When you take the dash action in ethereal form, you may fly instead of walk as winds carry you.  

Subtle Possession Alteration

If you manage your Dexterity (Stealth) test, you automatically succeed the possession (if you can possess the creature).  

Improved Servant

Starting at 14th level, when you use your dead servant feature, you may keep a dead body as your servant for a number of days equal to your Intelligence modifier, instead of a number of rounds. 
Additionally, you can now have more than one servant.  

Psychic Destruction

Starting at 18th level, you can completely destroy your hosts mental faculties. 
As an action, you force them to roll a Wisdom saving trow against your spell save DC. They take 8d6 psychic damage on a successful save, and on a failed they take the damage and are rendered unconscious. An unconscious being can try to wake up by retrying the save at the end of each of their turn (they do not take damage again from this save). 
A creature that is unaware of your presence has disadvantage on the saving throw. 
You can use this feature once per long rest.  

Symbiote

You are a colony of amoebas that act as one being. However, you cannot survive without a host, and so you travel from host to host, granting them abilities while they live, moving on when they die.  

Symbiotic Nature

Being a colony of creatures, you function differently that other lost souls. You need a host to survive, but it is not a permanent bond. 
When you choose this origin at 1st level, make these alterations to your Ethereal Form:
  • Your creature type is Ooze. All spells, abilities and effects that affect oozes specifically affect you too.
  • You do need to consume nutrients, but you do not need to sleep or drink.
  • While in your ooze form, you have resistance to acid damage.
  • You can move through a space as narrow as 1 inch without squeezing.
  • You cannot be grappled, prone, knocked back or other similar things by physical means. You ignore Strength and Dexterity saves and tests that govern physical threats and actions. Spells can still affect you.
  • If you are struck with a nonmagical weapon while in ooze form, roll a d6: on a 6, the weapon corrodes and takes a permanent -1 penalty.
  • While in ooze form, you have blindsight 60ft and are blind beyond that.
  • You are not incorporeal.
Additionally, you must have a living host. If you are without a host for a minute, you enter a protective spore-state until you can find a new host. You can do this when a creature enters your space by succeeding a possession.  

Slimy Defence

Starting at 1st level, when you inhabit a body, you may add half your Constitution modifier (rounded up) (minimum bonus of +1) to their AC.  

Possession Alteration

When you possess someone, you physically fuse with their body. The following rules apply to your possession:
  • You may add your Constitution modifier (minimum bonus of +1) to the spell save DC to resist possession, and your target rolls a Constitution saving throw, instead of Charisma.
  • You cannot leave the creature during Dexterity saving throws.
  • If the creature dies, you are immediately expelled.
 

Pseudopod

Starting at 6th level, you use your colony of beings to empower whoever you are inhabiting. As a reaction on their turn, you give them 5ft of reach and they can add your Constitution modifier (minimum bonus of +1) to damage rolls made with melee attacks, as acid damage. This lasts until the end of your next turn.  

Expelling Discharge Alteration

When you use expelling discharge, you deal acid damage instead of psychic.  

Improved Ethereal Form

Starting at 10th level, your ethereal form grows stronger. 
You can walk on any surface, in any angle, using your normal speed. You also ignore difficult terrain.   

Engulf

Starting at 14th level, when you would successfully possess a creature of size medium or smaller, you can instead choose to engulf them. 
When you do, they take damage as with your expelling discharge and are completely encased within your colony. The creature can't breathe and takes the expelled discharge damage at the beginning of each of your turns. Both of you are considered restrained. 
The creature can attempt to break free with a Strength saving throw against your spell save DC. If they do, you fall to the ground at their feet. You can also choose to end the effect for free at the beginning of your turn. 
Once you've engulfed a creature like this, you can't do so again until you've finished a long rest.  

True Symbiosis

Starting at 18th level, when you are inhabiting a willing creature, you gain the following benefits:
  • The Slimy Defence feature increases to your full Constitution Modifier (minimum bonus of +1).
  • On your turn, you may use your Pseudopod to gain an extra attack when you make a melee attack.
  • You and your host both benefit from all damage resistances and damage and condition immunities each of you would have on your own.
           
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ThePintuz.

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