TheNoremac42
Explorer
So... Long story short, our wizard is now sharing bodies with a Xorn. I've been trying to figure out how that would effect the game mechanically. I have some ideas, but I want to get a second opinion.
1. Alien Physiology: Due to the alien nature of the Xorn's mouth, the wizard has disadvantage on any checks that involve speech when speaking any language other than Terran and on casting spells that require a verbal component. I plan on allowing him to circumvent this if he uses Magic Mouth to speak the required words after he performs the required gesture - or if he figures something else out. Time will tell.
2. He gains the Xorn's physical attributes (con, str, dex, AC, etc.) and keeps his mental attributes. For HD, they each pool half (rounded up) of their hit dice together (4d8 + 3d6).
3. The wizard has control of one of the Xorn's arms.
4. Of Two Minds: You are sharing a body with another mind. You and the other mind can communicate telepathically and share information. Each mind gains advantage (assist) on perception checks, advantage (assist) against being charmed, disadvantage on deception checks on the other mind, and gains 1/2 of the other mind's proficiencies rounded up. One mind can be asleep while the other is awake (similar to the two-headed trait). However, the union is either imperfect or unnatural. After one of the minds finishes a long rest, they must perform a WIS save (DC 12) or take one level of Madness on a failure. At 3rd level, the DC increases to 18. At 6th, the insane mind takes XdY psychic damage and their maximum HP is reduced by half the damage dealt. After one of the minds is obliterated or removed from the body, the remaining mind takes over.
5. A Greater Restoration, Wish, or other clever spellcraft can return the wizard's mind to their body - which is in a coma similar to the effect of a Soul Jar or Astral Projection spell.
1. Alien Physiology: Due to the alien nature of the Xorn's mouth, the wizard has disadvantage on any checks that involve speech when speaking any language other than Terran and on casting spells that require a verbal component. I plan on allowing him to circumvent this if he uses Magic Mouth to speak the required words after he performs the required gesture - or if he figures something else out. Time will tell.
2. He gains the Xorn's physical attributes (con, str, dex, AC, etc.) and keeps his mental attributes. For HD, they each pool half (rounded up) of their hit dice together (4d8 + 3d6).
3. The wizard has control of one of the Xorn's arms.
4. Of Two Minds: You are sharing a body with another mind. You and the other mind can communicate telepathically and share information. Each mind gains advantage (assist) on perception checks, advantage (assist) against being charmed, disadvantage on deception checks on the other mind, and gains 1/2 of the other mind's proficiencies rounded up. One mind can be asleep while the other is awake (similar to the two-headed trait). However, the union is either imperfect or unnatural. After one of the minds finishes a long rest, they must perform a WIS save (DC 12) or take one level of Madness on a failure. At 3rd level, the DC increases to 18. At 6th, the insane mind takes XdY psychic damage and their maximum HP is reduced by half the damage dealt. After one of the minds is obliterated or removed from the body, the remaining mind takes over.
5. A Greater Restoration, Wish, or other clever spellcraft can return the wizard's mind to their body - which is in a coma similar to the effect of a Soul Jar or Astral Projection spell.