Base Class: Fighter
You have Multiple Personality Disorder, caused by a forgotten event. This allows you to have multiple personalities, each with their own stats (only Intelligence, Wisdom, and Charisma), abilities, and alignment. Some will work with you, some will work against you, but all share your race, class, and weapons.
Multiple Personalities
A unknown wizard bonded multiple souls to your body when you were young, making you act as a cage for those who had the unfortunate fate of being trapped for the rest of your life. these souls are not quite powerful to break the metaphorical cage, but can still gain control at various times of your life.
after every long rest, roll a d6, the number rolled will determine which personality will manifest till the next long rest.
Your PC cannot use information other personalities learned unless using the Remembered Information feature.
| List Of Personalities | |
|---|---|
| 1 | Learner |
| 2 | The Coward |
| 3 | Sociable |
| 4 | The Traitor |
| 5 | The Wise |
| 6 | The Cage |
Learner Personality:
This Personality yearns for knowledge, and a way to gain its own body.
Stats: Int: +2 Wis: +0 Cha: -1
Alignment: lawful neutral
Gains the following spells (can only use while this personality manifests) (# of spell slots = Int modifier + 1/2[levels gained in One With Many Faces])
1st Level: Comprehend Language
2nd Level: Mirror Image, Magic Weapon
3rd Level: Fireball, Vampiric Touch
The Coward:
This Personality hates going on a adventure, and would rather relax at home.
Stats: Int: +0 Wis: +1 Cha:+1
Alignment: Lawful Neutral
Abilities: has the Frightened condition due to one creature (chosen by DM), but gains +4 Dexterity and 50 walking speed when the source of the condition is under 20 feet from the PC.
Sociable:
This personality's main goal is to hang out with people and have a good time.
Stats: Int: -2 Wis: +0 Cha: +2
Alignment: Neutral Good
Abilities: You gain the Charm Person spell and can use it without using spell slots.
The Traitor:
This personality wants revenge for being trapped with you, and will use any means to achieve it.
Stats: Int: +1 Wis: +1 Cha: +1
Alignment: Chaotic Evil
Abilities: Will move towards the nearest hostile enemy, make a Constitution check each turn, if failed, you will still move toward the enemy and will not attack during your next turn. If you succeed, The Cage personality will take over for the rest of the manifestation.
The Wise:
This Personality has learned from its past life, and will do whatever it takes to return to it.
Stats: Int: +0 Wis: +2 Cha: -1
Alignment: Lawful Evil
Abilities: Will try to make its manifestation last longer. Make a constitution save, if failed, The Wise will still Manifest after the next long rest (maximum of 3 manifestations). If succeeded, The Cage personality will take over for the rest of the Manifestation.
The cage:
This is your original character, with no stat or alignment change.
Growing Dominance
After each long rest, roll 2d6, then choose one of the rolled number. The chosen number will determine which personality manifests until the next long rest.
Changing Personality
After a personality has been chosen, you can double a modifier of one of its stats (minimum or +1) and add 1 from a stat modifier (minimum of -1) till the next long rest.
Remembered Information
You can choose for your PC to gain information learned by other personalities. Make a Intelligence save whenever you use this feature, if failed, you can't remember it. If you succeed, you gain whatever information you desire that other personalities have learned in the last week. This feature can only be used once per long rest, and can be used again to gather the same desired info if you failed to remember it, until the one week due date.
Give Me Liberty or Give Me Death
Once per long rest, if the PC is reduced to 0 hit points, You can chose a personality to die instead of the PC (cannot be The Caged Personality), the soul is then released from its prison, and can roam free. For the next three long rests, the dead personality cannot manifest, if its number is rolled, roll again or chose the other number. After the three long rests, the soul will return and thus its personality
Learner Personality Spells
These are the spells the Learner personality can use
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