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).
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