Sanity Pool (NOT A NORMAL FEAT DONT TAKE UNLESS TOLD) Image

You have a limited capacity to resist stressful situations.

  • You start out with 10+wis modifier
  • Every time you encounter a stressful situation, you must roll a Sanity check (DC determined by the DM) and on a failed save, you lose 1 sanity point.
    When you lose sanity points and you land on an even sanity number below 10 (i.e. 8, 6, 4, 2, 0), roll a d20 on the Insanity table once for a 1 turn effect :
    [1] Fearful - Frightened by the enemy
    [2] Paranoid - No ally can help or buff you.
    [3] Selfish - Cannot assist or help any ally
    [4] Abusive - Grapple nearest ally, and stay behind him 
    [5] Hopeless - Drop your weapon and back away slowly for half your speed
    [6] Stressed - Ability check disadvantage
    [7] Antipathy - Apply Antipathy spell effect to source of fear (WIS check when seen, or freightened)
    [8] Shaken - Tremors in hand, dex attack disadvantage
    [9] Weakened - Half damage attacks and Strength check disadvantage
    [10] Terror - Cannot move for one turn 
    [11] Babble - Intelligible speak, and verbal spells cannot be cast
    [12] Confused - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
    [13] Misery - Take 1d4 psychic damage, multiplied by your level
    [14] Delusion- Hallucinate apparitions around you (all monsters have a mirror image effect for you)
    [15] Amnesic - You forget the class or race abilities you can take and cannot use them
    [16] Discouraged - Next attack has disadvantage
    [17] Irrational - Lose your turn performing an action that is not rational or useful to the situation at hand
    [18] Faint - Become unconscious
    [19] Horrified - Fall prone on your back and scream or cry
    [20] Fury - Attack the nearest target
  • If you roll a critical 1 on your Sanity check, receive -2 sanity points instead.
  • If you roll a critical 20 on your Sanity check, you gain 1 sanity point instead of losing one and you roll 1d8 on the "Moment of Courage" table for an extra courageous effect (1 turn):
    [1] Leadership - Entire party receives +1 sanity
    [2] Courageous - You go first on the next combat turn
    [3] Focused - You have advantage on your next ranged attack
    [4] Stalwart - +2 AC temporarily
    [5] Powerful - Next melee attack if it hits, you gain critical on it
    [6] Vigorous - Double your speed
    [7] Bravery - You may choose up to 3 enemies to focus their actions on you
    [8] Respite - You may spend one hit dice for healing, due to an adrenaline surge
  • You can regain your sanity points when you partake in situations that can soothe your stress, like drinking alcohol, praying, winning a battle, seeing reinforcements arrive to your aid, etc.
  • Intimidation (Charisma) or Intimidation (Strength) can be used on an NPC or monster to force them to do a sanity check.
  • When your Sanity reaches 0, roll a DC10 check. If you fail it, you experience a Heart Attack, and your HP drops to 0. If you succeed, you gain permanent Madness (flaw).
Sanity Pool (NOT A NORMAL FEAT DONT TAKE UNLESS TOLD) Image

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