Not any time soon. It’s one of those things they’d like to get to eventually, but there are a LOT of things that are higher priority. They are about to start work on a “general features system,” which I believe will get them closer to being able to implement this, and if they open it up to homebrew might allow individuals to create a homebrew system for their groups for it. [although that might have to wait for the homebrew overhaul that needs to happen eventually]
I created a homebrewed feat to accommodate Sanity with functional Check & Save rollables and even tied Short-Term madnesses to it so players can roll those for themselves:
Sanity & Madness
Sanity
If you are in a campaign shaped by the constant risk of insanity, add Sanity to your list of Ability scores. A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.
Ability Score. This ability functions like the standard six abilities, with some exceptions specified below. Here's how to incorporate this optional ability at character creation:
If you use the standard array of ability scores, add one 11 to the array.
If you use the optional point-buy system, add 3 points to your total number of points.
If you roll ability scores, roll for the added ability score.
Failed Sanity checks and saving throws might result in short-term, long-term, or indefinite madnesses. Any time a character suffers from long-term or indefinite madness, the character's Sanity score is reduced by 1. A greater restoration spell can restore Sanity lost in this way. Characters can increase their Sanity score through level advancement, as normal.
Ability Checks. You might be asked to make a Sanity check whenever you attempt tasks or activities that could lead to madness. You may be asked to use Sanity in place of Intelligence for checks to recall lore about the alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might be asked to make certain Ability checks using Sanity in place of either a Wisdom or Charisma check in various circumstances. You might also be called upon to make a Sanity check when you try one of the following activities:
Deciphering a piece of text written in a language so alien that it threatens to break a person's mind.
Overcoming the lingering effects of madness.
Comprehending a piece of alien magic or technology that is completely foreign to all normal understanding.
Saving Throws. You might also be called on to make a Sanity saving throw whenever you run the risk of succumbing to madness. You might be asked to make a Sanity saving throw instead of Intelligence, Wisdom, or Charisma against certain spells or other effects. You might also be called on to make a Sanity saving throw for other situations as well, such as any of the following:
Seeing a creature from the Far Realm or other alien realms for the first time.
Making direct contact with the mind of an alien creature.
Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell.
Passing through a demiplane built on alien physics.
Resisting an effect conferred by an attack or spell that deals psychic damage
Madness
In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If you are in a campaign that has a strong horror theme, madness might be used to emphasize the extraordinarily horrific nature of the threats faced.
Going Mad. Various magical effects can inflict madness on an otherwise stable mind. Certain spells, diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Failed Sanity checks or saving throws might also result in madness.
Madness Effects. Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
Short-Term Madness
d100
Effect (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 (your choice, or determined randomly).
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 all 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.
If anyone wants a copy, PM me with a link to a private campaign for just the two of us and I’ll give you the link so you can add it to your collection.
Because you can only add private homebrews to your collection if you’re in the same campaign with the author. So I could post the link here, but it would be useless to everyone unless they invited me to a campaign with them anyway.
I bought the DMG a while ag but my new group is using the optional ability scores. Is there any way to enable Hon and San on Dnd Beyond
Dakota G
Not at the moment. You can only add them as custom skills atm not as ability scores.
Has there been any word on intent to change this?
All me Hombews:
https://docs.google.com/document/d/1WUnYn1tRvbkKOPpAkWOVlpe2S3JVLpV_LDOVzKG2DgQ/edit?usp=drivesdk
Not any time soon. It’s one of those things they’d like to get to eventually, but there are a LOT of things that are higher priority. They are about to start work on a “general features system,” which I believe will get them closer to being able to implement this, and if they open it up to homebrew might allow individuals to create a homebrew system for their groups for it. [although that might have to wait for the homebrew overhaul that needs to happen eventually]
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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Just bumping this up because it would be nice to have honor and sanity options, especially now with Van Richten’s
Yeah, or just the option to make custom abilities like we can make skills.
I created a homebrewed feat to accommodate Sanity with functional Check & Save rollables and even tied Short-Term madnesses to it so players can roll those for themselves:
Sanity & Madness
Sanity
If you are in a campaign shaped by the constant risk of insanity, add Sanity to your list of Ability scores. A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.
Ability Score. This ability functions like the standard six abilities, with some exceptions specified below. Here's how to incorporate this optional ability at character creation:
Failed Sanity checks and saving throws might result in short-term, long-term, or indefinite madnesses. Any time a character suffers from long-term or indefinite madness, the character's Sanity score is reduced by 1. A greater restoration spell can restore Sanity lost in this way. Characters can increase their Sanity score through level advancement, as normal.
Ability Checks. You might be asked to make a Sanity check whenever you attempt tasks or activities that could lead to madness. You may be asked to use Sanity in place of Intelligence for checks to recall lore about the alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might be asked to make certain Ability checks using Sanity in place of either a Wisdom or Charisma check in various circumstances. You might also be called upon to make a Sanity check when you try one of the following activities:
Saving Throws. You might also be called on to make a Sanity saving throw whenever you run the risk of succumbing to madness. You might be asked to make a Sanity saving throw instead of Intelligence, Wisdom, or Charisma against certain spells or other effects. You might also be called on to make a Sanity saving throw for other situations as well, such as any of the following:
Madness
In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If you are in a campaign that has a strong horror theme, madness might be used to emphasize the extraordinarily horrific nature of the threats faced.
Going Mad. Various magical effects can inflict madness on an otherwise stable mind. Certain spells, diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Failed Sanity checks or saving throws might also result in madness.
Madness Effects. Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
Short-Term Madness
If anyone wants a copy, PM me with a link to a private campaign for just the two of us and I’ll give you the link so you can add it to your collection.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Just letting you know, one of your links for the madness table is broken.
Thanks. Good lookin’ out.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Why not just share the link?
Because you can only add private homebrews to your collection if you’re in the same campaign with the author. So I could post the link here, but it would be useless to everyone unless they invited me to a campaign with them anyway.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'd love to see Honour and Sanity implemented. It would be nice if D&D Beyond supported all optional rules given it's official status now.
"Dovie'andi se tovya sagain."
Bump to add to this. Would be nice to see these.
Bump
Bump.
SQUAWK!
Bump... Running curse of strahd
Honor and sanity would be awesome to add
Any man's death diminishes me, because I am involved in mankind; and therefore never send to know for whom the bell tolls; it tolls for thee
Curse of Strahd here, missing Honor and Sanity.
Once more into the breech, is it going to be lost in the one D&D/5.5/6ed focus?
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
I hope this gets implemented soon