D&D 5E Our Wizard is now a Xorn!

TheNoremac42

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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.
 

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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.
These seem overly complicated to me. If it were my table, I think I would just say that by default the wizard controls the body, but, say, any time he takes damage he has to make a Cha save or else the xorn gains control for 1 minute and acts under the DMs control. Set the DC based on how much of a drawback you want this to be.

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.
You don't normally need to make a check to cast a spell, so what would disadvantage apply to here? I might just say that the voice sounds strange and you have disadvantage on any Cha checks relying on language (unless you are speaking Terran).
 
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The original purpose of the spell that caused this conundrum was to switch the minds of the individuals that stood at points A and B. Our halfling wizard tricked the Xorn guide into switching with him. However, the spell went wrong and now both minds are inhabiting the body with relatively equal influence. At the moment they've come to an accord and are sharing their knowledge to an extent. Also, due to the error, their minds risk deteriorating unless they can separate or permanently get rid of the other.

Side note. I feel that inhabiting the Xorn's body will break the wizard's character, so I want to introduce some actual risk and detriments in the union and make him work for the significant upgrades
 




Still, the simplest answer is to use existing mechanics. If you want the shared mind / body element, have them alternate personalities if they fail a DC 15 Chr save whenever they experience stress (Hulk style).
 

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.

This is seriously unfun. The latter part especially. Don't do it.
 

Haha. Charisma save to avoid eating metallic, stoney, or gemstone components?

realmsxorn.jpg
 

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