Due to Sam and Kared's connection, you gain a number of advantages and disadvantages thanks to the weakness of the veil between you and the ethereal realm.
Thanks to this, you gain passive changes to Kared's abilities, as well as physical changes once Sam's Possession takes over.
Passive Changes:
- Spirit's Insights - You gain advantage on all Arcana and Insight checks that involve the spiritual realm, thanks to Sam's guidance.
- Ethereal Bond - You gain advantage on saving throws against being charmed or magically influenced by spirits and undead.
- Haunting Whispers - Your connection to the spirit world leaves your mind filled with the whispers of the damned. You gain disadvantage on perception checks that involve sound.
- Weakness of the Veil - Certain types of hits cross the veil and also damage Sam, causing you greater distress. When receiving necrotic, force or psychic damage, you roll an additional d6. You take additional damage that's equal to whatever you roll, divided by two and rounded down (e.g. a 3 would cause you to take an additional 1 point of damage). Whatever number you roll also adds towards Sam's Possession likelihood.
Sam's Possession:
Taking certain types of damage or putting Kared under stress can cause the veil to weaken and Sam to take hold of Kared.
Whenever you take necrotic, force or psychic damage, or when the DM believes you to have been placed under a certain amount of stress, you are required to roll a d6. Keep track of what you roll and add any additional rolls to it.
Once the number reaches 10 or more, the next time you are required to roll a possession dice, you instead roll a Wisdom saving throw that must pass the total number of possession dice you've rolled previously. You can choose to give in to Sam and let him possess you, instead of rolling a Wisdom saving throw.
On a success, you instead roll a d6 and add that to the total number, increasing the difficulty of the next saving throw.
On a failure, Sam possesses you, creating a number of changes to your character.
Possessed:
If the player is possessed by Sam, the following changes happen;
Undead Boon - You gain temporary hit points equal to whatever your possession dice total was before Sam took over.
Spirit Resistance - You gain resistance to necrotic, force or psychic damage.
Enhanced Spellcasting - You gain access to Sam's repertoire of spells. If you've suspended all your spell slots, then you can instead take damage equal to 1d4 per spell level (e.g. a level 2 spell would be 2d4 damage). See Character Sheet notes for Sam's known spells.
Grave Humour - Sam isn't as charismatic as Kared, so gains disadvantage on all checks and saving thrown involving charisma.
Ethereal Vulnerability - You are susceptible to damage or effects that specifically target undead creatures or spells associated with the ethereal or spirit realm.
Physical Weakness - The ghostly possession leaves you weakened, giving you disadvantage to checks and saving throws involving Strength or Constitution, if they involve physical force.
Additionally, Sam is a different person to Kared, so the player character will need to reflect this in decision making while Sam is in control. The DM can also change a decision to reflect Sam's possession and Kared not being in control.
Kared returns whenever Sam takes a long rest. Sam will try to avoid taking a long rest if he doesn't need to.
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