Hecklan Intro
As a
parasite Hecklan is able to read his host's mind, search for information and also to boost his host body's abilities. He appears cheekingly charming to others. As a
lure Hecklan can control people's minds to a certain degree as well as dealing psychic damage as a reaction when enemies fail their saves. Some say they never recovered from Hecklans’ psychedelic laughter.
Social Feats
Short Range Telepathy. (Race Trait)
You can establish a telepathic connection with one creature within 60 feet 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 60 feet or if you choose to end it at any time.
Control of the Lure. (Race Trait)
You can influence the mind of other creatures and submit them to your will. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you. You choose a level of influence you want to inflict from the table below and roll a Lure die (d6; see under Utility Feats). The targeted creature must succeed a Wisdom saving throw against your Spell DC modified by your chosen level of influence and your Lure die (as shown in the table below). 22 On a fail that creature is under your influence and suffers the chosen level of influence. The duration of the influence is shown in the table below. You can control 3 creatures simultaneously. At your current level you can use this feat on creatures with CR 1/4 or less.
Playing with Hearts. (Class Feat)
You can add your proficiency modifier to any check that aims to corrupt a mortal, if that check doesn’t already include your proficiency bonus.
The Art of Corruption. (Class Feat)
Whenever you corrupt a mortal (see
Magic and Demons) or help another demon corrupting a mortal, each demon who profits from the corruption also regains 8 HP.
Total Possession. (Class Feat)
You can try to
possess a creature. The creature must be the same size category as your true size. You must be able to touch the creature. You must spend an action and make a Charisma skill check + your Proficiency bonus contested by the creatures Charisma or Wisdom (their choice) + their Proficiency bonus.
On a success you make the creature your host and possess them. While in the host your own body vanishes. The host body shows optical signs of the possession (for example: pulsating lines across its body), making it clear that this creature is possessed.
You can use a bonus action to
end the possession at any time. The possession also ends if the host reaches 0 HP. When the possession ends your body reappears next to the host. You keep your movement speed while possessing the host.
You keep your feats, stats, resistances, immunities and can use your actions and bonus actions normally. You are still considered to be in your True Form (see p. 4) unless you disguise yourself with “Keeping up the Charade” (next ability). You can ignore the Somatic (S) component of spells. You gain feats, speed, resistances, and immunities that your host possesses.
After the possession ends the host will not remember their time being possessed. 23 They will remember the moment the demon started the possession and the moment the possession ended. You cannot possess fiends, celestials, constructs, or fey.
Keeping up the Charade. (Class Feat)
You can hide the signs of possession on your host. While suppressing the signs of possession, the host looks like a normal creature, but you lose access to your race and class mobility feats, sensory feats, resistances, and immunities.
You keep your hosts’ resistances, immunities, speed and feats. Hiding the signs of possession as well as stopping Upkeep the Charade takes 1 bonus action.
Conquered Ability. (Class Feat)
You may gain the highest ability of your host and use it instead of yours. If multiple abilities are the highest, choose one of them at the start of the possession. (While in starting host: Strength 13 (+1))
Transparent body. (Race Trait)
Your True Form is always slightly transparent, giving you a ghostly look.
Exploration Feats
Speed up. (Race Feat)
Your walking speed is increased by 30 feet (already accounted in your stats).
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
Expertise (OGC 5E). (Class Feat)
Doubled Proficiency Bonus in: Performance, Persuasion (already considered in your stats).
Lure die. (Class Feat)
You have a pool of Lure die equal to twice your Charisma modifier. You regain spent Lure die after a long rest. At your current Level, your Lure die is a D6.
Demanded Creature. (Race Trait)
When summoned by a mortal you are directly summoned in a creature, 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.
Consult Memories. (Race Trait)
You can use 1 action to search your hosts’ memories for a specific object, person, or moment in time. You must roll a Perception check against 10 + your hosts proficiency bonus. On a success you relive the hosts memory. On a fail you and the host suffer 5 psychic damage. This damage treats immunity against psychic damage as a resistance against it instead.
Spellcasting Ability. (Race Trait)
You can cast cantrips, 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 13 and your spell attack modifier is +5.
You can use a musical instrument as a spellcasting focus for your Lure spells. The spells you currently know are Lure spells.
Healing Feats
Ghoulish Host. (Race Feat)
While you are in a host you can eat corpses that are not older than 24h. If you eat more than half of a dead body, you regenerate HP equal to the HP max of the dead creature. You can use this ability up to 3 times between long rests. It takes 30 minutes to eat the whole body of a medium size creature. The GM can adjust this time for bigger/smaller bodies.
Combat Feats
Psionic Heckle. (Class Feats)
If someone within 60 feet of you, who can hear you, fails a throw (attack, saving throw, etc), you can spend a reaction and a Lure die (d6; see Utility Feats) to inflict psychic damage to the creature equal to your Lure dice + Char Mod. You do this damage by mocking them.
Host protection.(Race Feat)
While you are within a host all nonmagical damage against you is reduced by 5. Resistances and vulnerabilities are first accounted for, then the damage is reduced by 5. Weapon damage by silvered weapons is not reduced.
Creature Armor. (Race Feat)
You and your host share the same base AC. This can be either your original base AC or your host's original base AC, whichever is higher. Your feats and your hosts' feats can increase the chosen base AC.
Attacks. (Race Feat)
Your hosts’ unarmed attacks are considered magical in addition to their normal type.