Spirit Possession Image

You've been possessed by a foreign entity. As nasty as it may sound. It doesn't have to be a bad experience, its just looking for a good time. Though you may have different ideas to what it considers a "Good" time.

  • THIS VESSEL IS MINE!: There are perks to being possessed. You are immune to being possessed, charmed or your thoughts being read. Attempts to do so may result in a violent reactions. The target must make a DC 14 Wisdom saving throw or take 1d6 psychic damage. 
  • Take the wheel!: Whenever the character goes to sleep, either willing or unwilling, you must make DC 10 wisdom saving throw or the entity can take control of the body. Its alignment must be some sort of chaotic. They maintain control over the body equal to the amount of time your character is rendered unconscious. Your character will not remember this experience. (OPTIONAL RULE: You gain 1 point of exhaustion when you regain control over the body.)
  • Eyes of Madness: once per long rest, you can inflict short term madness on a target within 30 feet radius by staring into their eyes. Target must make a DC 16 saving throw or be inflicted with short-term madness. Target must be able to understand a language and can not be a construct or a plant. See the short term madness table in the player handbook to see list of effects. 
  • Prophetic madness: At any moment, the entity (The DM) that possess you can whisper possible futures that pertain to either you, a party member or the whole party to you. Its possible that the entity is telling the truth but its also equally possible that its lying to you. Its up to you to believe them. 

Optional rules:

Up to DM's discretion. Each specific ability is tied to an exhaustion level

0 point of exhaustion - THIS VESSEL IS MINE! & Take the wheel!

1 point of exhaustion - Prophetic madness

2 points of exhaustion - Eyes of Madness

3 points of exhaustion - I am the captain now: Upon reaching 4 points of exhaustion. Roll a DC 10 wisdom saving throw or the foreign entity takes control over the body. Its alignment must be chaotic. They maintain control over the body for either 1d12 hours or their exhaustion level either increases or decreases. Once 1d12 hours pass, you reduce exhaustion level by 1 point. The character will not remember this experience

4 or more points of exhaustion - But wait! There's more!: Upon reaching 5 points of exhaustion. Roll a DC 15 wisdom saving throw or the foreign entity takes control over the body. They maintain control over the body for either 1d12 hours or their exhaustion level either increases or decreases. Once 1d12 hours pass, you remove all exhaustion levels. The character will not remember this experience

Spirit Possession Image

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