Host Long ago, battles of good and evil were not fought by mortals seeking to make their way in the world or accomplish petty goals but great beings who cared not for the well-being of lesser creatures in the heat of their conflict. In desperation for the survival of their world, and unable to truly kill those beings who would destroy their world in a war that wasn't their own, various races joined together creating a method to seal the greater beings. Rather than sealing them within objects to be cast away and forgotten, different factions began sealing them within their own followers in attempt to create the ultimate weapons to be used in the following wars that would decide control over their world. Once the dust settled and those responsible realized how much more damage they'd done, all history of the sealing ritual was thought to be destroyed and forgotten and those with seals were purged from existence and record. Restrained Powers Despite the vast, unbridled strengths of many entities the seal has been used on throughout history it was designed to only allow the host extremely limited use of those strengths without control over the seal itself. The host's abilities reflect that of the entity sealed within them whether they be martial or magical in nature. Through limited records it's been observed that a seal could produce a powerful warror as well as potent mages. Despite the seal's imprisonment of these dangerous powers, due to the lost history of Hosts, the majority of people don't understand the seal itself. Therefore a Host can typically pass it off as a tattoo and recieve the same treatment any adventurer might. More educated nobles and well studied wizards may understand what a Host's seal means but their actions toward a Host vary from person to person. Dual Consciousness No seal is perfect and if performed improperly the ritual can fail to bind the entity's consciousness within the host's body allowing the entity to communicate with the being it is sealed inside. Drawing the seal is a surgical task requiring the upmost precision and a mistake can cause dire situations. Depending on the severity of the mistake when conducting the ritual, the bound entity may or may not be able to recieve sensory information from the host such as sounds, sights, or smells in any combination or none at all. In the most severe cases, the entity can even take control of the host's body and while only the creator of the seal or the host themselves can break it this level of control allows the entity complete freedom within the limits of the seal. There have also been instances where the entity can only take control of the host body for limited windows of time either due to moments of instense emotional or physical duress or a glitch in the design of the seal. I'd like to think eventually art will go on this half but I'm no good at that stuff especially trying to figure this program out for all that jazz. 1

Host Level Proficiency Bonus Features Uncontrollable Force Damage Entity Points 1st +2 Entity Type, Uncontrollable Force 1 - 2nd +2 Fighting Style 1 - 3rd +2 Entity Type Feature, Entity Points 2 3 4th +2 Ability Score Improvement 2 4 5th +3 Extra Attack 2 5 6th +3 Lesser Dominance 2 6 7th +3 Entity Type Feature 2 7 8th +3 Ability Score Improvement 3 8 9th +4 Empowered Form 3 9 10th +4 Improved Dominance 3 10 11th +4 Enhanced Senses 3 11 12th +4 Ability Score Improvement 3 12 13th +5 Entity Type Feature 3 13 14th +5 Greater Dominance 4 14 15th +5 Shared Knowledge 4 15 16th +5 Ability Score Improvement 4 16 17th +6 Entity Type Feature 4 17 18th +6 Tied Soul 4 18 19th +6 Ability Score Improvement 4 19 20th +6 Altered Seal 4 20 Class Features Hit Points Hit Dice: 1d10 per host level

1d10 per host level Hit Points at 1st Level: 10 + your Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Host level after 1st Proficiencies Armor: Light, Medium

Light, Medium Weapons: Simple

Simple Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two martial melee weapons (a) two simple melee weapons

(a) A shortbow with twenty arrows (b) a light crossbow with twenty bolts (a) Leather Armor (b) Scale Mail (c) Chain Mail (if you have proficiency)

(a) an explorer's pack or (b) a dungeoneer's pack Sealed The nature of the seal is to prevent the entity from escaping at any cost. The only way to break the seal is by the conscious decision of the ritual caster or the host themselves. The Seal is designed in such a way that an attempt to break it while charmed, asleep, stunned, paralyzed, dead, or undead will be rendered useless. Death of the host means death of the sealed entity. Following this, an Entity that is reborn in its home plane does still do so. Entity Type At 1st level, you have had a greater entity sealed in you by the Seal Greater Entity spell. You can choose the type of entity from the following options: Demon Lord, Arch Devil, and Phoenix. Your choice grants you features at 1st level and again at 3rd, 7th, 13th, and 17th level. Entity Type Corresponding Creature Demon Lord Fiends (Demons) Arch Devil Fiends (Devils) Phoenix Monstrosities 2

Spellcasting Some entities apply some of their strength in magic, granting their Hosts the ability to cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the spell list can be found at the end of the class. Spellcasting Ability Charisma is your spellcasting ability for your Host spells, as the power of your magic relies on an ability to project your will on a foriegn source of power. You use your Charisma whenever a spell or ability refers to your spellcasting ability. In addition use your Charisma modifier when setting the saving throw DC for a Host spell or ability you cast, when making an attack roll with one, or using any class feature that sets a DC. Spell save DC = 8 + your proficency bonus + your charisma modifier

= 8 + your proficency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Uncontrollable Force Impossible to completely contain the powers of sealed entities, the creators of the seal designed a way for some of their strength to drip from the seal into their hosts. Starting at 1st level when you inflict Slashing, Bludgeoning, or Piercing Damage, you do additional force damage equal to your uncontrollable force damage outlined in the class table. Fighting Style You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have a two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Potent Flames (Phoenix Entity Only) Whenever you deal fire damage, you can reroll one of the damage die once, and must use the new roll. Entity Points At 3rd level you unlock Entity Points. Entity Points represent the amount of energy you are able to pull from within the seal. You class abilities cost various amounts of Entity Points detailed in the ability description. Expended Entity Points recharge on a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Lesser Dominance Upon reaching 6th level, your ability to use your powers to bend others to your will has developed further and you can gain advantage on Charisma (Intimidate) checks against creatures of your corresponding creature type. Cost: 1 Entity Point For 2 additional Entity Points you can use this ability against any creature outside of your corresponding creature type. Empowered Form At 9th level the continued draw of energy from the seal has begun to alter your body physically, leaving traces of the entity's energy throughout your form enhancing your physical abilities. You double your proficency bonus in Strength (Athletics) and Dexterity (Acrobatics) rolls or gain proficency if you did not already have it. Improved Dominance At 11th level your use of the entity's power has begun to mature. As an action you can show the true nature of your power to creatures of your corresponding creature type. A creature you choose within 30 ft that you can see must succeed on a Wisom Saving throw equal to your Host DC or become frightened of you for 1 minute. If you use this ability on a creature that is immune to fear, raise the cost by 1 point to bipass its immunity. Cost: 2 Entity Points For 2 additional Entity Points you can use this ability against any creature outside of your corresponding creature type. Enhanced Senses At 11th level, you are so attuned to the energy of the sealed entity you can easily sense similar creatures and identify similar sources of power. You can use 1 action to detect the presence of any being of your corresponding creature type within 60 ft as long as it is on the same plane of existence as you. Cost: 2 Entity Points Greater Dominance At 14th level what was once a foreign power is now yours entirely, and your ability to bend another's will to your own reaches its peak. As an action, you can issue a command to a creature of your corresponding creature type. If unwilling, that creature must make a wisdom saving throw equal to your Host DC as outlined in the spellcasting ability section, on a failed save it is forced to carry out the command. You cannot command a creature to take any action that would be of obvious physical detrement to itself (i.e jumping off a cliff or impaling itself with its own weapon) Cost: 3 Entity Points For 2 additional Entity Points you can use this ability against any creature outside of your corresponding creature type. 3

Shared Knowledge At 15th level, your mind and the sealed entity's begin to meld. If you could not communicate with the entity before, you now can and the entity can receive sensory information from the Host. This is in reverse if the entity is in control of the body. The Host has the ability to tighten the seal, shutting off communication with the entity, although it still receives sensory information due to the weakening of the seal. In addition to this, you gain access to the entity's memories and it to yours. Once per day you can scan the entity's memories for specific information (Vice versa if the entity is in control). If the entity is willing to help it can willingly show you a relevant memory should it have one, if not this requires a DC 10 History check. A successful check does not guarantee a relevent memory. Cost: 2 Entity Points Tied Soul At 18th Level, your body has become so used to drawing vast amounts of energy from the seal, that the leftover energy begins to affect more than your physical body. Your body begins creating its own energy to mimic the entity's preventing you from aging and changing your lifespan to that of your entity's. Also, creatures of your corresponding creature type now recognize you as one of their own. Savage Force At 20th level, you now command your powers with such ease that they might have never been foreign at all. Your appearance alters in one or two aspects to reflect the sealed entity. For brief moments you can tap into the unsealed nature of the entity your body morphing to appear almost in the full image of the sealed entity. You gain +4 to one stat of your choice to a maximum of 24, your uncontrollable force damage increases by an additional 1d8 damage, and you gain a bonus to all Charisma (intimidate) checks equal to your uncontrollable force bonus while this ability is active, the extra d8 does not apply. When your transformation ends, for each minute rounded up this ability was active you gain 2 points of exhaustion. Cost: 5 Entity Points Entity Type Different entities have been sealed for different reasons over the course of time. Some have been because they were too powerful to kill on their own, some because they were thought to have a chance to become a powerful weapoon, and others even volunteered to be sealed in the hopes of doing some good for the lesser creatures of the world which they felt had been wronged. When chosing which entity was sealed within you think of that entity's past, why someone would have chosen to seal it instead of looking for an alternative and why you were chosen as a Host for that entity. Demon Lord Wielding a viciousness and a desire for control few creatures can hope to match on any plane, Demon Lords take the cake in their ruthlessness. Death is meangingless to a Demon Lord, as few on any plane can hope to match their near god-like power. With no real way to combat such a threat on the material plane, Demon Lords were initially sealed in hopes that killing the Host would also permenantly end the Demon Lord's existence. It was later realized that this did nothing but delay their return to power, and instead of finishing the Hosts right after sealing the next goal was to turn them into living weapons to fight against the demon invaders. What better to fight them with than their leaders after all. Bonus Proficiencies When you are sealed with this entity type at 1st level you gain proficiency in heavy armor and martial weapons due to the natural affinity for battle all demons possess. Abyss Vision Also at 1st level, your body begins to undergo physical changes hosting a demon lord. Born in a land of total darkness, Demon Lords make the darkness their home. You gain 60ft of darkvision and magical darkness cannot impede your vision. Demonic Bloodlust At 3rd level you start to develop a demon's taste for violence. Once per turn, when you make a melee attack on an enemy you dealt damage to or attacked in a previous attack or the previous turn, you can deal additional damage of the weapon's damage type as detailed in the chart below. You can only activate this ability once per round, activation of this ability increases the additional damage to the next stage, however, you can choose to not advance the damage to the next stage. After successfuly activating this ability, you begin to focus on nothing more than seeing your foe slain. On each successive turn you must move towards your marked enemy up to your full movement speed or reset the bloodlust stage. When in stages 3-5 of your bloodlust you are unable to declare non-lethal damage, can only use the attack or dash actions, you must advance the activation stage if you are able, and must pursue the object of your bloodlust until the creature is slain. Dealing damage to a different creature resets the activation stage. Killing any enemy restores 1 entity point, up to your Charisma modifer per long rest (Minimum 1). Cost: 1 Entity Point Demonic Bloodlust Damage Successive Activation Stage Additional Damage 1 1d4 2 1d6 3 1d8 4 1d10 5 Advantage on attack + 1d10 4

Unrelenting At 7th level, you become a pure force of war and nothing will get in your way. You can activate this ability to gain a bonus to any saving throw equal to your unstoppable force damage. Cost: 2 Entity Points Blood Chain At 13th level you thrive in battle, losing yourself in the thrill of war and carnage. Drawing blood only makes you hunger for more violence. When you take the attack action and both the attack and the extra attack connect on your target, you can make a third attack against the same enemy as a bonus action. Cost: 1 Entity Point Ruler of the Abyss At 17th level you know not just what it means to lust for blood and violence as a demon does, but what it truly means to be a Demon Lord. You don't just thrive in battle and blood, you shape the battlefield to fit your best intrest as a demon lord shapes the abyss to fit its needs. As an action, you claim a sphere with a radius of 30ft. centered on yourself as your own territory and all within must recognize your authority (The sphere is static and does not move with you). For the next minute you are constantly aware of all creatures within your territoty, as a bonus action you can teleport any unoccupied space within your territory, and you only need to land one attack on a creature to activate Blood Chain. Cost: 3 Entity Points Arch Devil The hierarchy of Devils is a complex social structure where only the strong, faithful, and succussful are rewarded with rank and power. Arch Devils serve Asmodeus himself and typically control their own circle of the Nine Hells. Devils specialize in lies, deciept, and illusions. A devil never forgets a grudge and a misstep in the seal can spell certain death to the caster. Hosts of Arch Devils were typically used as spies or political tools more than they were for outright warfare. Hard to Seal Due to the natural magical ability an Arch Devil is capable of wielding, sealing one requires life energy of the host itself to prevent the devil from untangling the binding magic eventually. This makes the host naturally more frail as they are constantly feeding their life force into the seal. When sealed with an Arch Devil, your Hit Die is reduced to 1d8 and you lose medium armor profiency. However, you gain profiency in longswords and rapiers as those are weapons of a regal nature befitting an Arch Devil. Dealmaker, Heartbreaker At 1st level, the Arch Devil's energy naturally enhances your abilities with speech. You can speak any language after hearing it spoken once, almost as if you'd known it all along and forgotten you knew. Additionally, when bartering you have advantage on any roll negotiating for a better deal or when attempting to seduce another being that can understand you. Spellcasting At 3rd level, you have attuned with the power of the Arch Devil and gain the ability to cast spells. See chapter 10 in the PHB for the general rules of spellcasting. Cantrips. You learn two cantrips from the Arch Devil spell list. You learn another Arch Devil cantrip of your choice at 10th level. Spell Slots and Known Spells. As an Arch Devil, you do not use spell slots, instead offering the Arch Devil's power back to it in return for spells. You have access to the entire Arch Devil Spend list. By reducing your maximum Entity Points as a bonus action, you can learn a spell. For example, if you want to know the 1st-level spell charm person and have 4 entity points available, you can either reduce your maxiximum Entity Points by one and learn the spell at 1st level then have three remaining entity points to expend on other abilities or you can learn the spell at second level and have two entity points to spend on other abilities or spells. You may only learn one spell per bonus action used. You can exchange entity points for multiple uses of the same spell. You can exchange any number of spells during a short or long rest, but lose the benefits of any spell when exchanging it such as the bonus AC from mage armor. You can also choose to give up a spell at any time as a bonus action, losing the benefits or effects of that spell, returning the maximum entity points you gave up to learn the spell, but you do not regain the entity points until you complete a long rest. You can cast each spell learned in this way at the level it was learned once per day. Folllowing the above example, if you learned the charm person spell at second level, you could cast it once per day at second level but never at first. Arch Devil Spellcasting Spell Level Entity Points Required 1st 1 2nd 3 3rd 5 4th 8 5th 10 Spellcasting Focus Your host seal counts as an arcane focus for any spell you've given up Entity Points to learn. Spells at a Bargain When you reach 7th level you have the option to offer up additional entity points when learning spells for additional casts of that spell. When you learn a new spell, you can expend additional entity points equal to the spell's level to gain an additional cast of that spell. Magical Resistance At 13th level, you've learned to harness some of the Arch Devil's magical energy within your body and channel that into a defensive force against magical abilities. As a reaction, you can give yourself resistance to any magical effect, and advantage on saving throws against magical effects until the end of your next turn. Cost: 2 Entity Points 5

Soul Contract At 17th level, you gain the ability to force the soul of another sentient being into a one-sided contract with you for a brief time. If the creature dies within the next minute, you gain temporary ownership of that creature's soul, enhancing your powers. Until the end of the day, you gain Temporary Entity Points equal to one quarter rounded down of the creatures hit point maximum at the time of death. Binding a new soul resets this Temporary Entity Point total. Any spells learned with temporary Entity Points are lost at the time of binding a new soul, even if the soul gained is stronger than the one previous held. You cannot activate Soul Contract with Temporary Entity Points. Cost: 3 Entity Points Phoenix While Phoenixes are not traditionally the enemies of the material plane, they have the potential to be natural disasters on an epic scale. Should a Phoenix ever be loosed upon the material plane and that Phoenix have any malicious intent towards its inhabitants, there is no known way to destroy the creature permanently. Sealing them became the only true way to prevent their flames from spreading across the world. Phoenix hosts are primarily used as natural deterrants. The capability for raw destructive force served as a message to other kingdoms, tribes, or lands that such a being would be capable of burning legions to ash. Hot Blooded At 1st level, the energy of the Phoenix naturally raises your body temperature making you resistant to fire. Additionally, you are not affected by conditions of extreme heat. Born From Ashes At 1st level the Phoenix's natural ability to be reborn is instilled within you. When you reach 0 hit points, expend all of your remaining Host hit die and heal that amount (You do not add your consitution modifier to any of these rolls), any scars that were on your body are healed as well as non-magical ailments, diseases, or deformities. As you are reborn, the space around you erupts into flame from the excess force. All creatures within 10 feet of you must make a dexterity saving throw against your Host DC or take the damage you healed as fire damage, creatures who succeed on the save take half damage. Upon rebirth, you also regain half of your total entity points. Born From Ashes will only activate once per sunrise. You regain half of your hit die total per long rest. Flare At 3rd level, you gain the ability to manifest the energy leaking from the seal as a condensed burst of flame. Whenever you take the attack action, you can use Charisma Modifier for the attack. On a hit, roll 1d4, then roll a number of damage die equal to the number rolled + Uncontrollable Force + Charisma Modifier fire damage instead of any weapon damage. The damage die is based on the below chart. The flames also melt all they touch, reducing the target's armor class by 1 if they are wearing non-magical or natural armor. In addition to the enemy struck, the flames extend in a 5ft cone orginating from the target. Enemies in the cone make a dexterity saving throw against your Host DC, taking half damage and don't have their armor class reduced on a successful save. Enemies in the cone do not take your Uncontrollable Force or Charisma Modifier as additional damage. Additionally, you can force increased energy into the blow by expending entity points to increase the strength of the flames and range of the cone once per turn. You must declare this before you attack. After 5th level, you can replace your extra attack with either an additional Flare or weapon attack. Flare Damage Entity Point Cost Damage Die Cone Size 0 d6 5ft 2 d8 10ft 4 d10 15ft 6 d12 20ft 10 d20 25ft Flames of the Phoenix At 7th level your flames burn with the intensity of the plane of fire. You bypass any resistances to fire damage and treat any immunity to fire damage as resistance. Body of Flame At 13th level you have attuned yourself with the Phoenix's energy and are able to use your action to temporarily turn your entire body into fire. For the next minute your body and your belongings turn into a spectral flaming version of yourself. You can squeeze through a space as narrow as 1 inch without difficulty. Any flammable substance you touch is ignited. Additionally, you gain resistance to non-magical slashing, piercing, and bludgeoning damage. You can still use Flare while in this form, but cannot make weapon attacks. Cost: 3 Entity Points Phoenix Down At 17th level you've gained the ability to tansfer the properties of rebirth to others. When you touch a creature that is unconscious and has failed at least one death saving throw, they immediately expend all of their remaining hit die and heal for the amount rolled without adding their constituion modifier. Additionally, all creatures within 10 feet of that creature make a dexterity saving throw against your Host DC or take the full amount healed as fire damage, half as much on a successful save. You automatically fail this save. Cost: 5 Entity Points 6