Grimory Image

You are an 8 pound inconspicuous Grimory enchanted to gain conscience from the traces left on you by the Weave. The knowledge embedded in your very being gives you exceptional mental capabilities. Your existance is alien to all the planes and so it isn't gifted with a body and all the benefits it brings. You are immobile and incapable of affecting anything outside yourself except creatures that touch you.

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Any humanoid that touches you must pass a trial where the sum of its Strenght, Dexterity and Constitution is compared to the sum of your  Wisdom and Intelligence. If it results inferior the humanoid must make a Charisma saving throw where the Difficulty Class is equal to your Charisma. On a failed save it becomes your Body, if any of the condition isn't met than it's immune to your ability for 24 hours (If you are starting the game you can consider the Charisma saving throw as failed for the purpose of chosing a starting species). 

Starting an hour after this process your Body can try to escape your control repeating the saving throw every 24 hours a number of times equal to the sum of its Strenght, Dexterity and Constitution minus 24.

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While a humanoid is your Body you gain its control, species, Constitution, Dexterity and Strenght. You are now capable of gaining levels but still unable to prepare spells or attune to magic items. If you never controlled this Body before you become a level 1 Spellcaster.

While your Body is alive your Grimory form goes in the ethereal plane but can still be wielded by your Body. If you are more than 10ft. from your Body for more than a minute, it turns unconscious for a long rest after which it escapes your influence, regains its mind and keeps all class levels acquired while controlled by you.

If a humanoid that has already been your Body touches you, it automatically fails the Charisma saving throw and you regain all class levels you acquired while staying inside it.

If the Body is killed it can be revived as per usual and the same applies for your Grimory form.

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The peculiar nature of your being gives you the ability to attempt to cast a spell on your class’s spell list of a level for which you have a spell slot providing the spell’s components.

You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.

On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check you fail to cast the spell and expend the spell slot.

If you try to cast a cantrip you don’t know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.

 
Ability Scores: Charisma, Intelligence, Wisdom
Feat: Alert
 
Skill Proficiencies: Arcana and Deception
Tool Proficiencies: Calligrapher's Supplies
Equipment: Choose A or B: (A) Calligrapher's Supplies, Component Pouch, 15 GP; or (B) 50 GP
 
Feat: Alert
 

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10/18/2024 3:42:40 PM
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Grimory Image

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