Razier Intro
As an
Objectoid Razier is a ghostly creature with the ability to possess objects. Possessing an object lets Razier hide perfectly and is also necessary as Objectoids without a host item suffer from staying in the mortal realm. Razier favors possessing weapons of finesse making them the center of battle and looking fancy. As
Hellwarden Razier posses the ability to guard his nearby allies within his aura and support his bearer, as well as impede and destroy his enemies who dare entering his Infernal Aura.
Social Feats
Transparent body. (Race Trait)
Your True Form (see
General Rules) is always slightly transparent, giving you a ghostly look.
Natural Telepathy. (Race Trait)
You can establish a telepathic connection with any number of creatures within a 100 feet radius of you, that you can see, and which can understand at least one language. While this connection is established you can telepathically speak with the creature and the creature can telepathically speak with you. The telepathic connection ends if you and the creature are further apart than 100 feet or if you choose to end it at any time.
Blending in. (Race Trait)
You can
hide the signs of possession on your host. While suppressing the signs of possession, the host looks like a normal object. You cannot benefit from your own race and class resistances and immunities. You can no longer attack and your speed drops to 0, except the object is intended to move on itself (car, bike, boat, etc.). Hiding the signs of possession as well as stopping this feat takes 1 bonus action.
Exploration Feats
Weak Arcane Body. (Race Trait)
For every whole minute outside a host, you lose 5 arcanum points.
Lesser Spectral Walk. (Race Trait)
You can spend a bonus action to activate this feat. While you are not possessing a host you can
move through creatures and solid objects as if they were difficult terrain. If you end your turn inside a creature or an object you take 1d10 force damage. The effects of this feat end when you end your turn on a free space. You cannot use this feat again until you take a long rest.
Utility Feats
Ghost in the Object. (Race Trait)
You can try to possess an object. You can possess objects independent from your true size, as long as they are small, tiny, medium, large, or huge. You must be able to touch the object.
You must spend an action and make an Intelligence skill check + your Proficiency bonus against the object's Armor Class (see
General Rules).
On a success you make that object your host and possess it. While in the host your own body vanishes.
The host body shows optical signs of the possession (for example: pulsating lines across its surface) making it clear that this object is possessed unless you.
You cannot possess objects that are indestructible, sapient, artifacts or which are made by Celestials. While possessing an object it is considered magical.
You need a minimum level to possess magical objects of certain rarities:
- At 1st or higher level you can possess common objects.
- At 2nd or higher level you can possess uncommon objects.
- (At 5th or higher level you can possess rare objects.)
- (At 11th or higher level you can possess very rare objects.)
- (At 17th or higher level you can possess legendary objects.)
You are
automatically attuned to the magical object you possess. This attunement does not count towards your attunement limit. You can use a bonus action to
end the possession any time. The possession also ends if the object gets destroyed. When the possession ends your body reappears next to the host.
Your
host is only the
target of a spell, effect, or attack if it is specifically targeted or if it is within an area of effect. This is applicable even if your host is carried or equipped by a creature. Your host is regarded as a
construct while you possess it.
You keep your
movement speed while possessing the host. If the host lacks legs or other appendages it can use for locomotion, your normal movement speed becomes flying speed that you can only use to hover. If the host is securely attached to a surface or larger object, such as a chain bolted to a wall, your speed is 0.
You keep your
feats, stats, resistances, immunities and can use your actions and bonus actions normally. 30 If your host is a weapon, you can attack as either unarmed attack or as weapon attack with your host.
If your host is not a weapon, you can attack as either unarmed attack or as if you were using a club).
When you are used as a weapon you only take damage if an opponent directly targets you. Otherwise, you and your host take no damage from your use as weapon.
You can also
hear and smell normally and have a
360 degree vision.
You are still considered to be in your True Form. You can ignore the Somatic(S) component of spells.
Other creatures can still use the object in its intended way if you let them. Otherwise, they must make a Strength (Athletics) check contested by your Strength (Athletics) check to use the host.
Demanded Object. (Race Trait)
When summoned by a mortal you are directly summoned into an object, making it your host without needing to make a check.
Ejection costs. (Race Trait)
You lose 5 Arcanum points right after the possession of a host body ends.
Aura Dice. (Class Feat)
You have a pool of 5 d8. You can spend these Dice to use “Aura Abilities”. Aura Abilities can be used in a bonus action (if not stated otherwise). To use an Aura Ability on a target you must see it. You regain your Aura Dice after completing a long rest.
Infernal Aura. (Class Feat)
Your infernal aura has a range of 10 feet. You can cast spells and abilities with range “touch” or more from any point within the aura. This moves the spell’s origin.
Infernal Sense. (Class Feat)
The presence of strong evil registers on your senses like an intriguing odor, and powerful good rings like high pitched screaming in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you 32 that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all extended uses.
Spellcasting Ability. (Race Trait)
You can cast level 1 spells and level 2 spells. You have 4 level 1 spell slots and 2 level 2 spell slots. Your spell save DC is 12 and your spell attack modifier is +4.
You can use an unholy symbol as a
spellcasting focus for your Hellwarden spells. The spells you currently know are Hellwarden spells.
Healing Feats
Hellwardens Touch (Aura ability). (Class Feat)
You can spend an Action and multiple Aura Dice to heal a creature for that many d8. If you heal something other than a fiend or undead, use D6 instead of d8. Alternatively, you can expend one d8 from your pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Hellwarden’s Touch, expending d8 separately for each one.
Assist Allies (Aura ability). (Class Feat)
You can spend one Aura Dice and use 1 action to select an ally within your Infernal Aura. This ally has advantage on attack rolls while they are within your Aura. You can use Hellwarden’s Touch as a bonus action to heal this ally. The effect ends if the ally starts their turn outside your Infernal Aura or after 1 minute.
Combat Feats
Object armor. (Race Trait)
You and your host share the same base AC. This can be either your original base AC or your host's original base AC minus 5, whichever is higher. Your feats and your hosts' feats can increase the chosen base AC. Wearing armor cannot increase your AC.
Host improvement. (Race Trait)
Your host's maximum and current HP (see (see
General Rules) is increased by your current Arcanum points halved (rounded up) when you start possessing it. Your host loses these increased maximum and current HP when you stop possessing it, which can lead to the destruction of the host.
Host protection. (Race Trait)
While you are within a host
all nonmagical damage against you is reduced by 5. Resistances and vulnerabilities of your host are first accounted for, then the damage is reduced by 5. Weapon damage by silvered weapons is not reduced.
Drive away Vermin. (Class Feat)
You can use 1 action to force all creatures that are not fiends or constructs and are within 30 feet to make a Wisdom saving throw.
On a failed save, the creature is turned for 1 minute or until they take damage. A turned creature must spend its turn moving as far away from you as possible. It may not intentionally come closer than 30 feet to you. As an action, it can only sprint or free itself from an effect that prevents it from moving. If there is no place it can get to, the creature may use the evade action. If the creature's True Form is obscured by an illusion, shapeshifting, or other effect, it is revealed while it is turned.
Scourge. (Class Feat)
When you hit a creature with a melee weapon attack, you can expend one spell slot to
deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a fey, to a maximum of 6d8.
Bodyguard. (Class Feat)
You can use a reaction when you are within range of an enemy who makes a melee attack against another target to force them to make a melee attack against you instead. The enemy has disadvantage for this attack.
Hellwarden Shield (Aura ability). (Class Feat)
You can spend multiple Aura Dice to
create a shield of force within your aura. The shield is transparent. The size is limited to the auras size. The shape is a hemispherical dome. It is stationary and centered on your current position. The shield has HP equal to the rolled result of the spent Aura Dice and an AC of 10 + your Charisma modifier. You can select creatures and objects that can’t pass through the shield. The shield is destroyed if it drops to 0 HP, if part of it is outside of the aura, or if you are unconscious. If a source of damage would destroy the shield the exceeding damage is absorbed.
Aura push (Aura ability). (Class Feat)
You can spend multiple Aura Dice to
push a creature outside of your aura. The target makes a Strength (Athletics) check against your Spellcasting DC. On a failed save the target is pushed to the outer edge of the aura plus the rolled result in ft of the spent aura dice x 3 (min. 5 feet).