
Prerequisite: Requires Prisoner of the Fairy Court background
Warped by the trauma of your long period of enchantment, your mind has built deep defences. You have advantage on saving throws against charms that control your mind and/or body.
The very strength of your defences makes them unpredictable. Roll a d20 on the following table to determine what happens, 1) after a successful saving throw against being charmed; 2) if you have been charmed, immediately after the effects of the charm have ended.
At level 10, you Faint only on a 1 regardless of whether you have been successfully charmed, and release your Fury on a 19 or 20.
d20 | Wall of Waking Nightmare |
---|---|
1 | Faint: You collapse as if in a coma, immune to all enchantments but unconscious and unable to revive yourself. You remain in this state until revived by healing magic. If you have been successfully charmed, you collapse on a 1 or 2. |
2-10 | Fear: Haunted by fearful memories, your consciousness is torn between the Earthly and Fairy Realms: you cannot move or act. At the end of your turn, roll a Wisdom saving throw. On a 10 or higher you save, ending your Haunted condition. On a 9 or lower you remain Haunted and continue to roll saving throws at the ends of your turns. |
11-19 | Fortitude: Your psychic defences hold. You retain control over yourself; your next attack deals an additional 1d6 psychic damage. |
20 | Fury: Your psychic defences lash out with steely fury, reflecting the force of the enchantment back on its caster to deal 1d12 psychic damage +1d12 for each level of the spell cast against you. Until the end of their next turn, the would-be enchanter can cast no more spells. |

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