Jun 13, 2024 3:00 pm
Horror & Madness & Massive Damage.
Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
In such a situation, you can call on characters to make a saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a Level of Madness.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw. On a failed save, a character gains a Level of Madness. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
A creature's madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and the creature immediately suffers the level's effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master's Guide, as appropriate). When the effect ends, the creature's madness level doesn't change. Any time the creature's madness level increases, it suffers the effect of the new level.
If a creature with level 4 madness fails a madness saving throw, its madness level becomes 0. In this way, characters can potentially accumulate multiple forms of madness.
Madness Levels
@Kilikina Above explains Madness.
Right now you are at level 1. If you fail a madness check or Take a lot of damage you Madness Level will increase by 1.
Giving you Level2 and A Medium- Term Madness. For Short, medium or Long Term the effects go away. If you get to Level you receive a Permanent Madness and then your Madness level becomes 0 again.
You currently have 1 level of Exhaustion. 1 Level of Exhaustion is lost when ever you take a Long Rest. There are other spells and magic items that can be cast to cure them also.
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Exhaustion Effects
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.[/spoiler]
Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
In such a situation, you can call on characters to make a saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a Level of Madness.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw. On a failed save, a character gains a Level of Madness. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
A creature's madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and the creature immediately suffers the level's effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master's Guide, as appropriate). When the effect ends, the creature's madness level doesn't change. Any time the creature's madness level increases, it suffers the effect of the new level.
If a creature with level 4 madness fails a madness saving throw, its madness level becomes 0. In this way, characters can potentially accumulate multiple forms of madness.
Madness Levels
Level | Effect |
1 | Bout of short-term madness (Last until end of next turn) |
2 | Bout of medium-term madness (lasts 1d10 minutes) |
3 | Bout of long-term madness (lasts 1d10 × 10 hours) |
4 | Bout of indefinite madness (lasts until cured) |
[ +- ] Short-Term Madness
d100 | Effects (lasts Until end of Next Turn.) |
01-10 | The creature drops to 0 hit points but is stable. |
11-20 | The next attack on the creature is a Crit. |
21-30 | The creature is stunned until the end of its next turn. |
31-40 | The creature can either use its Action or ts bonus action on its next turn. Not Both. |
41- 50 | The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. |
51-60 | The creature can't take reactions until the end of its next turn. |
61-70 | The creature's limbs are numbed, and it drops whatever it's holding in its hands. |
71-80 | The creature's movement speed is halved until the end of its next turn. |
81-90 | The creature is frightened until the end of its next turn. |
91-100 | The creature is knocked prone and can only stand by using its action. |
[ +- ] Medium-Term Madness
d100 | Effects (lasts 1d10 minutes) |
01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
51-60 | The character must use his or her action each round to attack the nearest creature. |
61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. |
76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81-90 | The character is stunned. |
91-100 | The character falls unconscious. |
[ +- ] Long-Term Madness
d100 | Effects (lasts 1d10 × 10 hours) |
01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
56-65 | The character is blinded (25%) or deafened (75%). |
66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
91-95 | The character loses the ability to speak. |
96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
[ +- ] Indefinite Madness
d100 Flaw (lasts until cured) | |
01-15 | "Being drunk keeps me sane." |
16-25 | "I keep whatever I find." |
26-30 | "I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name." |
31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |
36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |
46-50 | "I find it hard to care about anything that goes on around me." |
51-55 | "I don't like the way people judge me all the time." |
56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." |
71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." |
81-85 | "There's only one person I can trust. And only I can see this special friend." |
86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." |
96-100 | "I've discovered that I really like killing people." |
Right now you are at level 1. If you fail a madness check or Take a lot of damage you Madness Level will increase by 1.
Giving you Level2 and A Medium- Term Madness. For Short, medium or Long Term the effects go away. If you get to Level you receive a Permanent Madness and then your Madness level becomes 0 again.
You currently have 1 level of Exhaustion. 1 Level of Exhaustion is lost when ever you take a Long Rest. There are other spells and magic items that can be cast to cure them also.
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Exhaustion Effects
Level | Effect | |
1 | Disadvantage on ability checks | |
2 | Speed halved | |
3 | Disadvantage on attack rolls and saving throws | |
4 | Hit point maximum halved | |
5 | Speed reduced to 0 | |
6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.[/spoiler]