Not just for severed heads! You could be any kind of basically-immobile creepy dude
you're the guy in the back |
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Starting Skill: History, Literature, Religion, Anathema, Chartered
Abilities
A: Severed Head, Store of Weird Lore, Encouragement
B: Helpful advice, Intuit
C: Commandeer Body, Minion
D: Laughing Flight, Intuit x2
Severed Head: You are a severed head. Perhaps you are a zombie, fae, evil wizard, pumpkin, brain in a jar, or something else. Point is, you have no arms, legs, or body. You can magically still talk even though you don't have lungs, tho. You can't hold things, except very small things in your mouth, which may impede your ability to talk. You take up one inventory slot, but probably insist on being a held item as much as possible 'cuz it's more fun.
Weird Lore: You gain the 'weird lore' skill. This is only useful for stuff about monsters and magic that no-one should really reasonably know- if you encounter a unique slime on subsurface level #8, you get a skill check to see if you know stuff about it. You were a really bizarre scientist when you were alive, or something.
I love mysteries in games, but mysteries are only really fun if someone has a reasonable chance of learning more about them.
Encouragement: Despite being super annoying, your constant instructions and stream of conversations do in fact spur your host to get things done. On your turn, you can essentially take an action for them, with their permission- fighters can attack, wizards can cast a spell, etc. You can't move AND act, but you can use your (their) action to move- this also means characters carrying you can force-march longer and faster than normal (+50% speed). This ability doesn't override 'charm' type effects, but can allow the character to ignore 'confusion' or illusions if the severed head isn't also affected. If the character can't see a target but the severed head can, the head can goad an attack, but the attack still has disadvantage as normal.
Usually the severed head player should roll for the attack or whatever, but a stubborn 'host' player could certainly elect to keep the dice for themselves.
Helpful Advice. Once per session per Severed Head template, you can 'help' a character to allow them to re-roll an ability, skill check, or attack roll, using your Intelligence bonus in place of their own ability score if yours is higher. Alternatively, when not directly in combat with an someone, you can use your advice to undermine an attempt, forcing them to re-roll such a check which would otherwise be successful. If they have reason to distrust you, they get a Wisdom saving throw to resist, and if they are actively hostile towards you or your carrier they are immune to such sabotage.
Intuit: Once per session, you learn some DM-only information about a creature, room, or encounter. This could be AC, Saves, an Ability Score, Challenge Rating, the location of a secret door, how many rounds until the volcano erupts, etc. It has to be something you're interacting with, so you can't intuit stuff about the Overpope of Zenith when they're on the other side of the continent.
you're the pumpkin |
Minion: You get a brainwashed minion to follow you around. They have mediocre stats, 1d10 HP, and the skill 'Minion' which they use to do things like prepare bodies for you to commandeer. They're not proficient in any weapons, but they'll attack anyway if you order them to. They'll probably die a lot, but a new one will show up the next time you take a long rest in a town, encampment, or anywhere there's lots of people you could reasonably coerce. Roll at least once on the 'How I Browbeat or Duped This Poor Idiot Into Working For Me' table
At the GM's option, you may be able to minion-ize a goblin or other weak but intelligent monster to replace a lost minion (these don't show up automatically, you might have to track 'em down.)
Laughing Flight: You can channel your eldritch power to take to the air, traditionally laughing maniacally as you do so. You can fly for a number of rounds per day equal to your Constitution score. Once per day, plus one additional time for each point of Charisma bonus you have, you can also cackle maniacally while you do so, causing every enemy within 60 ft. who can hear you to Save vs Fear or else flee in terror for 1d10 rounds.
If you use this ability to leave a body you have Commandeered, you may return to it and assume control again immediately (naturally your preparations included a little landing pad and some docking hooks)
Table: How I Browbeat and/or Duped This Poor Idiot Into Working For Me Basically For Free
1- They were extremely poor, and are under the impression that the 1d6 copper pieces you toss to them per day represent a hoard of generous wealth. To be fair, they're probably getting a better deal than anyone else on this table. If you fail to pay this measly stipend they become quickly extremely irate and even violently hostile- if there are many such minions, they'll probably organize a militant union.
2- They're conveniently enchanted. You didn't cast the spell, but you recognized it and hijacked it for your own purposes. They have one active but sometimes useful command that you can't figure out how to turn off, such as 'insists on being the one to open all doors,' 'won't attack humans,' stuff like that
3- They're so in awe of your genius they'll follow you everywhere, as long as you let them 'help' with some of your magical experiments.
4- You've promised them a share of the treasure. They will accept almost any excuse as to why the don't qualify for a share of THIS particular treasure. As long as you keep lying to them, they won't figure out they're being screwed
5- Blackmail! They did something horrible, you know about it, and if they don't do exactly as you say EVERYONE will find out.
6- You broke a curse they were suffering under. They weren't actually cursed, it was all in their head, but now they're indebted to you. Could also have been a curse on a beloved family member.
7- You've convinced them that you or one of your companions are a ranking officer in whatever cult or military the used to be part of. When faced with evidence to the contrary, they will assume whoever revealed the truth must be a traitor or trying to test them, and may respond with violence
8- They were going to be executed, but you convinced the authorities to let them come with you instead, since it's basically a death sentence anyway.
9- You helped them fake their own death to escape authorities/the mob, and they have to stick with you until the whole thing blows over
10- They're a poet, you're their 'patron,' and this whole thing is an 'artistic experience'
11- Technically they don't work for you, they work for some bureaucracy who pays their salary, and what you're doing here is kind of embezzlement
12- They were sent to spy on you, but they're really bad at it, so you keep them around in case they end up being useful
13- Lost a bet, so they also have to do this entire dungeon in their underpants
14- It's a pyramid scheme, you recruited them to be their minion, and they'll recruit other people to be THEIR minions. They will never recruit their own minions, but this won't stop them from trying.
15- They're a magical construct, like a homunculus, and therefore must do whatever you say.
16- You bribed a fortune teller to prophecy that it was their destiny to be your follower.
17- A demon or sorcerer sold you the schmuck's soul for cheap, so if they want to get it back they have to do what you say
18- Just an extremely eager, ambitious, and incompetent apprentice.
19- After all this is over, you've promised to owe them a favour.
20- they are extremely drunk (critical failure on 1-5 instead of just a 1)