Vesselborn

Humanoid, Medium

Available with DM subscription

Racial Traits

Speed —
Age Mature at 18; live up to 100 years, spirits may extend or shorten.
Languages Common, One language of the possessing spirit's origin (Abyssal, Celestial, Draconic, Infernal, or Sylvan)
Alignment Tendencies Any alignment, reflecting the possessing spirit's nature.

Ability Score Increases

Emberbound
CONSTITUTION
+2
CHARISMA
+1
OR
Verdant
CONSTITUTION
+1
WISDOM
+2
OR
Shadowbound
DEXTERITY
+2
CHARISMA
+1
OR
Tidewrought
CONSTITUTION
+2
WISDOM
+1
OR
Urban
INTELLIGENCE
+2
CHARISMA
+1

Racial Features

Vessel Sight

Your bound spirit alters your senses. You have Darkvision with a range of 60 feet. In addition, you can see the faint, shifting aura that clings to a creature or object currently under the effect of a possession, a ghostly manifestation, or an ongoing spell of the Enchantment school, though this reveals only that such a force is present, not its nature or source.

Usage: passive

Twin-Souled

Two wills share one body, and each guards against the other being enslaved. You have Advantage on saving throws made to avoid or end the Charmed condition, and on saving throws made to resist being possessed, mind-controlled, or forced to act against your will (such as by a Dominate spell or a ghost's Possession). You also have Advantage on any ability check made to determine whether a creature is possessed or hiding its true intentions.

Usage: passive

Spirit Spark

Your inner entity leaks fragments of its power. You learn one cantrip of your choice from the following list: Fire Bolt, Produce Flame, Druidcraft, Light, Message, Minor Illusion, Prestidigitation, Shape Water, Gust, or Thunderclap. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for this cantrip; you can change that choice whenever you gain a level.

Usage: at will

Spirit Surge

As a Bonus Action, you let your bonded spirit surge outward through your flesh. You gain Temporary Hit Points equal to your Proficiency Bonus + your Constitution modifier (minimum of 2), and you have Advantage on the next saving throw you make before the end of your next turn. A ghostly aura surrounds you while the surge lasts. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Usage: proficiency bonus per long rest

Rules Compatibility

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Ability Scores Base species grants no ability score increases; each lineage completes the full +3 package as Constitution +2 / Charisma +1 (Emberbound), Wisdom +2 / Constitution +1 (Verdant), Dexterity +2 / Charisma +1 (Shadowbound), Constitution +2 / Wisdom +1 (Tidewrought), or Intelligence +2 / Charisma +1 (Urban).
Balance Notes Every playable base + lineage combination grants exactly +3 total to ability scores as either a +2/+1 package (the listed default) or a +1/+1/+1 package (the flexible option), and no combination grants more than +2 to a single ability score. Base traits provide senses, a narrow possession/charm defense, one cantrip, and a limited defensive Bonus Action. Each lineage adds only two narrow traits, avoiding stacked resistances, flight, armor training, or multiple spell slots at level 1. Trait power is held to the level of official SRD species such as the Orc, Dragonborn, Goliath, and Halfling.

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