Editing D&D 5E: Clanlands of the Hartshorn - Main Page

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The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r].
 
The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r].
  
Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. If the possession ends, lost wisdom is restored after a short or long rest. Characters brought to 0 Wisdom are taken over completely.
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Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. This can be restored after a short or long rest. Character brought to 0 Wisdom are taken over completely.
  
 
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage.
 
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage.

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