Multi-Player Characters (5e Variant Rule)

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Multi-Player Characters[edit]

Introduction[edit]

A multi-player character is exactly what it says on the tin- when two or more players are in control of a single player character.

Types[edit]

One Sheet, Multiple Personalities[edit]

Perhaps the easiest to implement, but potentially not the most satisfying to play. However many players will be in control of this character are responsible for making a single character sheet. Each player also must prepare a note card with a list of personality traits, ideals, bonds, and flaws. In order for the character to act, each player controlling them must have a majority agreement on what they action they are going to take.

Variant: DM-Controlled[edit]

Instead of allowing the players to create the character's sheet, you instead create and play the character as an NPC with their own traits, ideals, bonds, and flaws, with the players acting as separate personalities able to influence the actions that the character takes.

Multiple Sheets, Multiple Personalities[edit]

A bit harder to implement, but potentially a bit more interesting. Two or more players work together to create two or more character sheets. However, they use the same race, subrace, and stat rolls for each sheet (they may place the ability scores in different places). These character sheets are considered to be different facets of the same character, and each player controls a facet. Once per round while the character is not at 0 hit points, the players can decide to switch sheets, granting the character the abilities and features of the sheet switched to as that facet is placed in focus.

Hit Points

The character assumes the hit point maximum of whichever facet is in focus. However, hit points lost are carried over from the previous sheet.

Effects

Effects are transferred when a facet is switched. If a facet is concentrating on a spell, that facet maintains concentration, but concentration checks are still made as they normally would be, albeit with advantage.

Multi-Headed Character[edit]

Perhaps the hardest to implement, but the most interesting to use. Two or more players work together to create a single, modified character sheet of a character with a race that possesses multiple heads, such as an ettin. To play this character will require a custom sheet that allows for the following rule alterations:

Ability Scores

The character has one set of physical ability scores (Strength, Dexterity, and Constitution) for the main body and seperate sets of mental ability scores (Intelligence, Wisdom, Charisma), one set for every head.

Ability Score Improvements are granted to each head individually. Each player can choose to increase the mental stats of their respective head, or spend one point each to increase a physical ability score of the main body by 1. Each head may also instead take a feat instead of an ability score improvement, but that feat must be mental in nature. All players can give up their Ability Score Increase to buy a physical feat for the main body. Discerning whether a feat is physical or mental in nature must be something done by the DM.

Combat

Since the multi-headed character has only one Dexterity score, initiative is only rolled once. On the character's turn, the heads decide between themselves who will go first. If they cannot decide, they do nothing.

Since the multi-headed character has only one Constitution score, the character has only one set of hit points. D&D 5E does not support called shots, so the heads cannot be targeted separately.

Each head has its own action, bonus action, and reaction. However, they can only cause the main body to take one of the following actions each round: Attack, Dodge, Dash, Disengage, or Hide, unless they possess class features that allow otherwise.

If the race has a bite natural weapon, each head gains the following action: Multi-Headed Bite. You may use an action to make a bite attack.

The following conditions are applied to each head separately: blinded, charmed, deafened, frightened, stunned, and unconscious. When targeted by effects that would impose these conditions, each head rolls its own saving throw. These conditions only apply when a head uses its action, bonus action, or reaction. As long as one head is free from any conditions, the main body does not suffer any penalties otherwise.

For effects that count hit points, such as the sleep spell, treat each head as a separate creature with the current hit points of the entire creature.

Classes and Leveling

Each head gains its own class, but one class must be chosen first to determine hit points and starting proficiencies.

While it is technically possible for the heads to have separate levels and experience points, it is ill-advised. If you insist on it though, calculate the total hit points from the highest level head.

Each head may choose a separate class, and gains proficiencies as if they had multiclassed into that class, plus a mental saving throw of their choice offered by that class.

Spellcasting and spell slots are tracked separately for each head.

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