I'm putting together a one-shot for Halloween designed to be slipped into any existing campaign without derailing it. Several homebrewed monsters have abilities which will force players to roll on a trick-or-treat table should they fail their saving throw; player may choose to fail these saving throws if they wish. To save myself further headache, I'm just going to have the 1 table that all monsters with this ability will have players roll from.
However, when it comes to the trick or treat table itself, I'm pretty stuck. I know that I want odd rolls to be tricks (negative things) and even rolls to be a treats (positive things), but I'm not even sure how big I want the table to be or what sort of things it will dish out. I also know that if the result of a roll on the trick-or-treat table is 1, the rolling character will die. However, if they roll the maximum possible roll, they will be awarded a luck blade with 3 charges.
So, here're the questions i could use some help on in deciding:
1.) How big should the trick-or-treat table be?
2.) between "instant death" and "three free wish spells", what other sorts of things ought go in to a trick-or-treat combat table?
Edit:
Here is the completed table:
The Trick-or-Treat
Some monsters have the Trick-or-Treat trait, requiring a creature to roll on the the Trick-or-Treat table. A target that fails its saving throw against a creature's Trick-or-Treat trait is subjected to the effect rolled from the Trick column, while one that succeeds receives the item rolled from the Treat column. A trick that employs a spell uses a DC of 8 + the proficiency bonus + the Charisma modifier of the creature that forced the roll, and is treated as though it was cast by the creature.
Trick-or-Treat
A creature that starts its turn within 5 feet of the {monster} must make a DC {monster's Charisma DC} Charisma saving throw and rolls on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Roll
Trick
Treat
1
All armor and magic items your wearing magically fall off and land in a heap at your feet. You lose the benefits of these items until you don them again.
You receive an enchanted scroll of cast-off armor. You can expend the scroll to enchant 1 set of armor.
2
You receive a blood red apple. Biting into it reveals razor blades hidden inside. You take 2d4 + 2 slashing damage, and are unable to speak until you regain at least 10 hit points or are subjected to a regeneration effect.
You receive a red apple. Consuming the apple grants regeneration, restoring 1 hit point at the start of each turn for 1 hour.
3
You receive an iron coin which is actually a miniature mimic. The coin mimic is a Tiny monstrosity with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. It adheres to you when you touch it (escape DC 10). At the end of each of your turns, the coin mimic excretes acid, and you take 1d4 acid damage.
You receive 1 copper piece (cp).
4
You receive a wrinkled yellow apple. When you consume the apple, make a Constitution saving throw. On a failure, your are paralyzed for 1 minute. You can repeat this saving throw at the end of each of your turns, ending the effect on a success.
You receive a yellow apple. Consuming the apple grants a +2 bonus to AC for 1 hour.
5
Rolls of toilet paper stream through the air, creating a web around you.
You receive a neon green apple, which functions as a potion of poison when consumed.
You receive a green apple. Consuming the apple grants resistance to 1 type of damage for 1 hour. Roll a d4 to determine the damage type. 1 = Acid. 2 = Lightning. 3 = Necrotic. 4 = Poison. This effect may be stacked. If the same damage type is rolled more than once, you may roll again.
7
Hundreds of forks sprout from the ground in a spike growth centered on you.
You receive 2 copper pieces (cp).
8
You receive a cursed alchemy jug shaped like a witch's cauldron. When a liquid an alchemy jug can normally produce is requested, the jug always produces the correct quantity, but never the correct liquid. Instead, it produces blood, bile, urine, or other unpleasant, and often vile fluid. Casting dispel magic or remove curse on the jug destroys it.
You receive an apple tablet. The tablet dissolves in liquid, transforming up to a pint of the liquid into fresh, hot or cold (your choice) apple cider. The bead has no effect on magical liquids or harmful substances such as poison. Drinking the apple cider restores 2d4 + 2 hit points and grants resistance for 1 hour to cold damage if the cider is hot, or fire damage if the cider is cold.
9
A bucket of water appears in the air above you, overturns itself over your head, and falls over your face. You are blinded until you use an action to remove the bucket. You are also vulnerable to lightning damage for the next 2d10 minutes after which the water dries. Taking fire damage reduces this time by 1d4 minutes.
You receive an enchanted scroll of cloak of billowing. You can expend the scroll to enchant 1 cloak.
10
A snare appears at your feet. Succeeding on the Intelligence (Investigation) check allows to step over the trap without triggering it.
Your grip on reality begins to slip, as you begin to believe enemies abound.
You receive an enchanted scroll of cloak of many fashions. You can expend the scroll to enchant 1 cloak.
12
You receive a small blood orange. Biting into the orange causes it to burst in your face, splashing you with its juices. Make a Constitution saving throw. On a failure, you take 1 acid damage and are blinded blinded for 1 minute.
You receive a small orange. Consuming the orange grants the effect of the lesser restoration spell.
You receive a small box of suspicious raisins. A DC 10 Intelligence (Investigation) or Wisdom (Perception) reveals they are actually dried, squashed beetles. A creature that eats one must succeed on a Constitution saving throw or be poisoned until the end of their next turn.
You receive a small box of raisins. Eating a box of raisins restores 1d6 hit points.
17
You feel someone (or something) tap you on the shoulder; when you turn to look, nothing is there. Make a Wisdom saving throw. On a failure, you are stunned until the start of your next turn.
You receive 4 copper pieces (cp).
18
You receive a branola bar. A bar of flavorless processed grain products with no nutritional value.
You receive a granola bar. Eating a granola bar provides as much nourishment as 1 meal.
19
You receive a fortune cookie. Upon eating the cookie, each time you attempt to speak, you must make a Wisdom saving throw. On a failure, you must speak in haiku. If you are unable to form a haiku, your voice falters and you say nothing.
You receive an enchanted scroll of dread helm. You can expend the scroll to enchant 1 piece of headwear.
You receive a neverbright lantern, which appears to be a completely normal lantern. Any attempt to light the lantern ends in failure. The lantern cannot be lit be any means.
You receive a bag of what appears to be a bag of nuts. A DC 10 Intelligence (Investigation) or Wisdom (Perception) reveals the nuts are moving. The bag actually contains a Tiny swarm of rot grubs with 1 hit point. When the bag is opened, the swarm uses a reaction to make an attack against the creature that opened the bag. If it hits, the swarm vanishes into their target as described it its bite attack entry. Otherwise, the swarm takes its turn immediately after its target's.
You receive a bag of festive trail mix. A bag of trail mix provides as much nourishment as 1 day of rations.
23
You receive 1d6 worthless lead coins.
You receive 5 copper pieces (cp).
24
You receive a handful of dry old empty corn cobs.
You receive 1d10 pieces of candy corn. Eating a piece of candy corn restores 1 hit point. Up to 10 pieces of candy corn can be eaten at once as part of the same action.
25
You are pelted with rotten eggs, making you the center of a stinking cloud. When you move, the cloud moves with you.
You receive an enchanted scroll of glamerweave. You can expend the scroll to enchant 1 set of clothing.
26
A pumpkin falls over your head and is stuck fast. While the pumpkin is stuck to your head, you are blinded. At the end of each of your turns, you make a Strength saving throw, removing the pumpkin on a success. Another creature may use an action to make a Strength check to remove the pumpkin from you, ending the effect.
You receive a candy pumpkin. Consuming the candy pumpkin grants immunity to the frightened condition for 10 minutes.
27
You receive a handful of gravel.
You receive 1 silver piece (sp).
28
You receive a piece of cheap chocolate. Consuming the chocolate inflicts a -1 penalty to attack rolls for 1 minute.
You receive a piece of chocolate. Consuming the chocolate grants a +1 bonus to attack rolls for 1 minute.
29
A swarm of rats bursts from the ground beneath your feet. The swarm is aggressive towards you and becomes aggressive towards any other creature that attacks it. The swarm takes its turn immediately after you.
You receive an enchanted scroll of hat of vermin. You can expend the scroll to enchant 1 piece of headwear.
30
You receive a lantern of concealing, which appears identical to a a lantern of revealing. Rather than shed light, the lantern sheds darkness in a 30-foot radius.
A brilliant flash of lightning strobes in the distance in the direction you are looking. You must make a Constitution saving throw. On a failure, you are blinded until the end of your next turn.
You receive a piece of gourmet chocolate with your absolute least favorite filling. Consuming the chocolate grants disadvantage on all skill checks and saving throws for 1 minutes.
You receive a piece of gourmet chocolate. Consuming the chocolate grants Inspiration. This Inspiration cannot be granted to another creature and may only be used by the creature that ate the chocolate.
35
You are subject to the effects of the disguise self spell, causing you to resemble an enemy of your allies.
You receive a jawbreaker. When you attempt to eat this candy, make a Strength saving throw. On a failure, you take 2d4 + 2 bludgeoning damage, and your jaw is broken until you regain 10 hit points or are subjected to a regeneration effect. While your jaw is broken, you cannot speak, eat, or drink normally, and any contact with your jaw cause intense pain. On a success, you take only half damage and your jaw isn't broken
You receive a gobstopper. Consuming the gobstopper grants resistance to piercing damage for 1 minute.
You receive a garlic breath mint. When you eat this candy, you gain a -2 bonus to Charisma skill checks against humanoids for 1 hour and vampires avoid you entirely.
You receive a refreshing breath mint. When you eat this candy, you gain a +2 bonus to Charisma skill checks against humanoids for 1 hour.
39
A rust monster appears in a space adjacent to you. It is aggressive towards you and becomes aggressive towards any other creature that attacks it and takes its turn immediately after you.
You receive an enchanted scroll of moon-touched sword. The scroll works on any weapon rather than just swords. You can expend the scroll to enchant 1 weapon.
40
You receive a bag of devouring that appears identical to a bag of tricks. Roll a d6 to determine which type it resembles. 1–2 = Grey. 3–4 = Rust. 5–6 = Tan. This bag of devouring is smaller than the typical variety. The DC needed to escape it is 10 instead of 15, and 15 instead of 20 to help another creature escape. Any creature that ends (rather than starts) its turn inside the bag is devoured, its body destroyed.
You receive a bag of tricks. Roll a d6 to determine which type. 1–2 = Grey. 3–4 = Rust. 5–6 = Tan.
41
You receive an orb of misdirection, which functions like an orb of direction, but determines a completely random direction when used rather than always determining which way is north.
You receive a ghost pepper breath mint. When you eat this candy, make a Constitution saving throw. On a failure, you catch fire as though hit by alchemist's fire (flask).
You receive a cinnamon breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which deals fire damage and uses a DC of 15.
43
An earth tremor occurs beneath your feet, centered on you.
You receive 4 silver pieces (sp).
44
You receive a menthol breath mint. When you eat this candy, make a Constitution saving throw. On a failure, your speed is reduced by 10 feet and you are vulnerable to fire damage for 1 minute.
You receive a peppermint breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which deals cold damage and uses a DC of 15.
45
You are frozen in time. You are petrified until the end of your next turn.
You receive an aniseed breath mint. When you eat this candy, make a Constitution saving throw. On a failure, you are poisoned for 1 minute.
You receive an anise breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which deals poison damage and uses a DC of 15.
You receive a shocking trick breath mint. When you eat this candy, make a Constitution saving throw. On a failure, you are paralyzed until the end of your next turn.
You receive a spearmint breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which deals lightning damage and uses a DC of 15.
49
You receive what appears to be a tiny vial of perfume with enough for one use. It is acid. A creature that applies this perfume to themselves takes 1d6 acid damage. If the perfume is applied to the face, that creature is blinded.
You receive a pipe of smoke monsters. If you are not considered an adult for your species, the pipe is a bubble pipe, achieving the same effect, but with bubbles.
52
You receive a pure ginger breath mint. When you eat this candy, make a Constitution saving throw. On a failure, you take 1d6 acid damage at the end of each of your turns for 1 minute. Each time you take this damage, you may repeat this saving throw, ending the effect on a success.
You receive a clove breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which deals acid damage and uses a DC of 15.
You receive an all spice breath mint. When you eat this candy, make a Constitution saving throw. On a failure, roll a d6 to determine what happens to you. 1 = You catch fire as though hit by alchemist's fire (flask). 2 = Your speed is reduced by 10 feet and you are vulnerable to fire damage for 1 minute. 3 = You are poisoned for 1 minute. 4 = You are paralyzed until the end of your next turn. 5= You take 1d6 acid damage at the end of each of your turns for 1 minute. Each time you take this damage, you may repeat this saving throw, ending the effect on a success. 6 = You are subject to two effects. Roll twice more, rerolling any 6's.
You receive an allspice breath mint. When you eat this candy, you gain the effect of the dragon's breath spell until the start of your next turn, which uses a DC of 15. You choose the type of damage it deals from acid, cold, fire, lightning, or poison.
55
You receive a packet of manure.
You receive a packet of druid's clay. You can mix the druid's clay with mundane clay to form a pot which becomes a pot of awakening.
56
You receive a marshmallow ghost. Eating the ghost grants the effects of the etherealness for 1 minute, but you are unable to dismiss or otherwise end the spell's effect, leaving you trapped on the Border Ethereal for the duration.
You receive a marshmallow. Consuming the marshmallow grants resistance to bludgeoning damage for 1 minute.
You receive a piece of taffy. Consuming the taffy grants resistance to slashing damage for 1 minute.
59
A distant and unseen catapult launches a 15-pound pumpkin at you (3rd-level spell, 5d8 bludgeoning damage).
You receive an enchanted scroll of shield of expression. You can expend the scroll to enchant 1 shield.
60
Until the start of your next turn, all ranged spell and weapon attacks against you are accompanied by an acid arrow. The triggering ranged attack roll is also used as the spell's attack roll.
A flaming sphere appears in an unoccupied space adjacent to you.
You receive an enchanted scroll of smoldering armor. You can expend the scroll to enchant 1 set of armor.
62
You receive pixie dust a tube of candy powder labeled "pixie dust". When opened, the powder summons a pixie. It is aggressive towards you and your allies, and takes its turn immediately after you.
You receive a tube of powder candy (flavored sugar). When you eat a tube of powder candy you gain the effect of the haste spell.
63
You are targeted by a enlarge/reduce spell's reduce effect.
You receive 3 electrum pieces (ep).
64
You receive a piece of trick gum. After chewing on the gum for 1d4 rounds, your teeth are glued together. You are unable to speak or eat while stuck this way. At the end of each of your turns you may make a Strength saving throw, breaking the gum's hold on a success. The gum's gluing effect will only work on teeth.
You receive a piece of bubble gum. Gum can be chewed for up to 10 minutes. While you are chewing gum, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, and inhaled poisons).
65
The clouds part above as a moonbeam falls upon you.
You receive a miniature staff of adornment, which is 6-inches long. Holding the miniature staff with both hands causes it to grow to full size, after which it loses the ability to change size.
66
You receive a coffin-shaped box of candy bones. When you open the box, a skeleton appears in an unoccupied space adjacent to you. It is aggressive towards you and your allies, and takes its turn immediately after you.
You receive a roll of chalky candy tablets. Consuming the roll grants advantage on Intelligence checks for 10 minutes.
67
The bestow curse is cast upon you. Your DM determines which of the spell's listed effects befall you.
You receive 4 electrum pieces (ep).
68
You receive a coffin-shaped box of gummy brains. When you open the box, a zombie appears in an unoccupied space adjacent to you. It is aggressive towards you and your allies, and takes its turn immediately after you.
You receive a lemon drop. Consuming the lemon drop grants immunity to the blinded condition for 10 minutes.
69
A giant owl descends upon you. The owl is aggressive towards you and becomes aggressive towards any other creature that attacks it. The owl takes its turn immediately after you.
You receive a miniature staff of birdcalls, which is 6-inches long. Holding the miniature staff with both hands causes it to grow to full size, after which it loses the ability to change size.
70
A swarm of ravens descends upon you. The swarm is aggressive towards you and becomes aggressive towards any other creature that attacks it. The swarm takes its turn immediately after you.
Pumpkin vines sprout at your feet to entangle the area around you.
You receive a miniature staff of flowers, which is 6-inches long. Holding the miniature staff with both hands causes it to grow to full size, after which it loses the ability to change size.
72
You receive 1d10 small rocks.
You receive 1d10 jelly beans. Eating a jelly bean restores 1 hit point. Up to 10 jelly beans can be eaten at once as part of the same action.
You receive a pudding cup. Opening the cup reveals the pudding in the cup to be a miniature black pudding. The pudding cup is a Tiny ooze with AC 6, 1 hit points, a 1 (−5) in every ability score, and a speed of 5 feet. The pudding cup takes its turn immediately after yours. The pudding cup cannot attack or take reactions; it spends its turns using the Dash action to pursue and make physical contact with its target. Its Amorphous, Corrosive Form, and Spider Climb traits remain unchanged.
You receive a piece of caramel. When you eat a caramel, your voice becomes changes, becoming richer, smoother, and sweeter. When you make a Charisma check or saving throw, roll a d6 and add the result to your roll. This effect lasts for 1 minute.
75
You receive a cursed doll. The cursed doll immediately attunes to you. If you are unable to attune another magic item, the DM selects one of your attuned magic items, which becomes immediately unattuned to you. The doll can only be unattuned by the remove curse spell. While the doll is attuned to you, you take an extra 1d6 necrotic damage anytime you are hit by an attack, and have disadvantage on Wisdom ability checks and saving throws.
You receive a talking doll. The doll resembles a ghost, scarecrow, witch, vampire, or other trick-or-treating themed figure of your choice.
76
You receive poisonous snake, which appears in your bag. It is hostile towards you and your allies and attacks the next time your bag is opened.
You receive a gummy worm. Consuming a gummy worm grants immunity to the paralyzed condition for 10 minutes.
77
Erupting earth bursts beneath your feet, centered on you.
You receive 1 gold piece (gp).
78
You receive a jelly frog. The moment you put the jelly frog in your mouth, it transforms into a live frog.
You receive a chocolate frog. Eating the chocolate frog grants the effect of the jump spell.
A Barovian witch appears in an unoccupied space adjacent to you. It is aggressive towards you and your allies, and takes its turn immediately after you.
You receive a miniature broom of flying which is 6-inches long. Holding the miniature broom with both hands causes it to grow to full size, after which it loses the ability to change size.
81
You receive a grenade, fragmentation that has been painted to resemble a toy jack-o'-lantern and which explodes at the end of your next turn, whether you have thrown it or not.
You receive a sucker. When you eat the sucker, all creatures have advantage on Charisma (Deception) checks against you, and you have disadvantage against being charmed. This effect lasts for 10 minutes.
You receive a lollipop. Eating a lollipop grants immunity to the charmed condition for 10 minutes.
83
Make a Constitution saving throw. On a failure, you contract Cackle Fever, as described under Diseases in the Basic Rules.
You receive 2 gold pieces (gp).
84
You receive a handful of dried twigs.
You receive a candy stick. When you eat a candy stick, the next weapon or spell attack requiring an attack roll you make before the end of your next turn deals an additional 1d6 force damage on a hit.
85
You summon lesser demons. The demons summoned appear in nearest unoccupied spaces to you.
You receive a piece of black licorice. Consuming the licorice grants advantage on Constitution checks and saving throws for 1 hour.
87
You must make a Wisdom saving throw. On a failure, you are forced to cast life transference, whether you know the spell or not, on the enemy you can see with the lowest number of hit points. Casting the spell as a result of this effect does not consume a spell slot or require any components.
You receive 3 gold pieces (gp).
88
You receive a sour tart candy. When you eat the candy, any time you attempt to speak to another creature, you must succeed on a Wisdom saving throw. On a failure, instead of speaking as intended, you hurl insults at the creature. This effect lasts 10 minutes.
You receive a piece of red licorice. When you eat the licorice, any creature you have grappled is also restrained and you have advantage on saving throws against being grappled or restrained. This effect lasts for 10 minutes.
89
You receive a wand of hilarity, which appears to be a wand of smiles; however, any attempt to use the wand causes it to cast the hideous laughter spell on you instead. The DC for this spell is 15.
A spider crawls down the neck of your armor. While inside of your armor, it has advantage on attack rolls against you, and uses your AC if it is higher than its own.
You receive a plastic spider ring. While wearing the ring, you have advantage on saving throws against being poisoned.
92
A fireball falls from the sky directly on top of you.
You receive a piece of wax candy. When you eat a piece of wax candy, you are considered to be a construct instead of a humanoid for 10 minutes. During this time, you gain immunity to poison and psychic damage.
A swarm of insects descends upon you. The swarm is aggressive towards you and becomes aggressive towards any other creature that attacks it. The swarm takes its turn immediately after you.
You receive a small cotton candy. Eating the cotton candy allows you to ignore movement restrictions caused by webbing. Cotton candy can also be thrown up to 20 feet, causing a web to appear in a 5-foot cube until the end of your next turn. This spell effect uses a DC of 10 and dissolves if exposed to water.
95
A swarm of bats descends upon you. The swarm is aggressive towards you and becomes aggressive towards any other creature that attacks it. The swarm takes its turn immediately after you.
You receive fake vampire teeth. While wearing the teeth, you gain a bite attack which you can use to make unarmed strikes against a creature you currently have grappled. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, and you regain a number of hit points equal to half the damage dealt (rounded down).
96
You receive the Skull card from a deck of many things. When you you touch the card, it activates, causing you to summon an avatar of death, after which the card vanishes.
You receive a small bag of popcorn. Eating the bag of popcorn grants the effects of the feather fall spell.
97
Half the wealth you carry on your person vanishes and is replaced by crisp autumn leaves.
You receive 5 gold pieces (gp).
98
All mundane food on your person spoils. Magical food (including food rolled from this table) is unaffected.
You receive a soul cake. Eating a soul cake grants the effects for the protection from evil and good spell. Aberrations, celestials, elementals, fey, fiends, and undead also treat you as though you were under the effect of the sanctuary spell for 1 minute after eating the cake.
99
You receive crawling claw, which appears in your bag. It is hostile towards you and your allies and attacks the next time your bag is opened.
You receive a plastic witch finger. While wearing the witch finger, you are able to cast a cantrip bound to the toy. The DM chooses the cantrip or determines it randomly by rolling a d10. 1 = control flames. 2 = dancing lights. 3 = druidcraft. 4 = light. 5 = mage hand. 6 = message. 7 = minor illusion. 8 = prestidigitation. 9 = shape water. 10 = thaumaturgy. You can wear 1 witch finger on each finger. A witch finger’s magic dissipates after 1d6 days.
100
A tombstone rises from the ground as the earth beneath your feet opens into a bottomless grave. The imprisonment (burial) spell is cast upon you. The spell ends when one of the following conditions is met: 10 minutes pass or the current encounter ends with at least one of your allies surviving.
You receive a ghost lantern, which attunes to you instantly if you are currently able to attune to at least one magic item. Otherwise, it must be attuned as normal.
I think this is an awesome idea! You could have the results be extreme (the previously mentioned death and Wish potentialities), or totally innocuous (like a bag of candy or the Misfits showing up to play “Where Eagles Dare”). A lot of the results could be dependent upon how serious the tone is. If you want the vibe to be really grimdark, then having a player morph into Hello Kitty would probably ruin that. Will these consequences all be serious, or will there be the possibility for some comedy?
I'm good with a mix of both. I've seen a few trick-or-treat tables online, but their results were all totally inconsequential, which, to me at least, defeats the purpose of forcing a player to roll on the table. I'm okay with a few inconsequential results, but the table as a whole should have the potential to be impactful. That impact can be positive, negative, meaningful, or silly, so long as it isn't a dream-like effect where nothing they roll really matters.
The major concern is the number of straight-up game/character/campaign destroying things that are present on the table.I’d be okay using a table that had a 1% chance for either the worst (certain death), or best outcome (Wish, some other super overpowered thing). There could be other, permanent (or at least difficult to resolve) consequences, but the more serverly they impact the overall game for good or ill has to be considered in the probability. A great magic item? 10% maybe? A minor curse, 15%?
I was also toying around with actual trick-or-treat goods being present: pennies (coins), fruit, candies, cakes, small trinkets, etc. and their negative counterparts (money being taken away, poisoned or razor-bladed food goods, non-magical undesirable objects such as a dead rat, etc.)
The self-contained/temporary/comedic consequences ones could be the most probable, say the 80% range? Give them the difference in equal good and bad events that would be further reaching. The DM could always just ignore results that could be completely derailing to the campaign if they choose. I think the most important factor is to make unique, flavorful elements that are fun for the players. Just start brainstorming a list and see how many ideas you come up with. All the examples you listed were great!
I’d probably go 1d100 to allow the more serious stuff, but to make it highly unlikely. There doesn’t have to be a unique result for every number, but I would have the biggest things only have one spot each.
Dude, you gotta throw some candy in there somewhere. It's Halloween after all!
Also, have you considered throwing in some obviously obvious Halloween tropes?
A badly-burnt humanoid (fiend?) with a hat, a striped shirt, and a glove with knife fingers on one hand appears in the distance, laughing maniacally and moving toward you.
Frankenstein's monster (Flesh Golem)
Wolfman (werewolf)
Dracula
Creature from the Black Lagoon (Sahuagin Baron)
Pinhead or any of the cenobites from Hellraiser. Love these guys.
On the good side, you could have a good guy show up, throw a heal or a blessing your way or take a swipe at an enemy monster before going away:
The monsters are actually the things that will be forcing players to roll on the table, meaning the monster themselves probably shouldn't appear on it.
I've used quite a few classic movie monsters of the years, converted to or from existing D&D monsters. The particular set of encounters I have planned for this year will revolve around scarecrows, with a few mimics thrown in for variety.
So after tallying up even the broadest variety of typical things that get passed out compared with the number and variety of pranks that can be carried out, I'm thinking about a total revamp of the table.
What if:
Monsters in the Halloween counter have an ability that forces player characters to make a Charisma saving throw, representing how impressed/unimpressed that creature is with the character's costume, way of asking 'trick-or-treat', etc; a character that fails that saving throw rolls from a table dedicated to tricks, while a character that succeeds on their save rolls on a table dedicated to treats.
On these tables, I would remove the super-harsh instant-death trick, but also remove the game-changing luck blade.
Instead, treats would all be items. Most of which just will be sweets, some of which, when eaten, function like a potion that provides some beneficial effect. Some will be little toys and trinkets, some of which may have some minor magical effect, such as a plastic spider ring that grants a character advantage on saving throws against being poisoned.
Tricks would be similar to what I have now: traditional halloween tricks such as being egged or toilet paper, but also a few tricks that parade as treats until used or consumed. Like a sugar candy that's actually made of salt, or ye olde urban legend of an apple with razor blades in it.
Would that be better than a single table where whether you are tricked or treated is entirely up to chance, not once, but twice (once for the saving roll that can force a roll on the table, then a roll to decide whether something good or something bad happens)? It would also give me a bit more breathing room to get creative and expansive with the options of things that could happen.
You could also use the trick table to make the players do silly things: you can only speak in rhymes for the next minute, your head appears to be a pumpkin for the next five minutes (maybe imposing disadvantage on charisma saves or checks), your appearance changes to be that of a scarecrow and imposes disadvantage on intelligence checks (because scarecrows are brainless), tin man for disadvantage on stealth or dex rolls, something of the like.
Rollback Post to RevisionRollBack
Harry Hoblin, the happy goblin, doin' all of the goblin things
He likes murder, loot, and pillage; he's doin' all of the goblin things
He'll eat your puppies and your babies; he's doin' all of the goblin things
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity.The avatar is immune to features that turn undead.
Trick-or-Treat. A creature that starts its turn within 5 feet of the avatar must make a DC 15 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Reaping Scythe.The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Flesh Golem (Frankenstein):
Flesh Golem
Medium construct, neutral
Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR
19(+4)
DEX
9(-1)
CON
18(+4)
INT
6(-2)
WIS
10(+0)
CHA
5(-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Languages Understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Trick-or-Treat. A creature that starts its turn within 5 feet of the golem must make a DC 8 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The golem makes two slam attacks.
Slam.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Trick-or-Treat. A creature that starts its turn within 10 feet of the dragon must make a DC 24 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw.Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Horned Devil (Devil):
Horned Devil
Large fiend (devil), lawful evil
Armor Class 18 (Natural Armor)
Hit Points 148 (17d10 + 55)
Speed 20 ft., fly 60 ft.
STR
22(+6)
DEX
17(+3)
CON
21(+5)
INT
12(+1)
WIS
16(+3)
CHA
17(+3)
Saving Throws STR +10, DEX +7, WIS +7, CHA +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Infernal, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Trick-or-Treat. A creature that starts its turn within 10 feet of the horned devil must make a DC 15 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Mage (Witch/Wizard):
Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 With Mage Armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9(-1)
DEX
14(+2)
CON
11(+0)
INT
17(+3)
WIS
12(+1)
CHA
11(+0)
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Trick-or-Treat. A creature that starts its turn within 5 feet of the horned devil must make a DC 11 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Dagger.Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scarecrow:
Scarecrow
Medium construct, chaotic evil
Armor Class 11
Hit Points 36 (8d8)
Speed 30 ft.
STR
11(+0)
DEX
13(+1)
CON
11(+0)
INT
10(+0)
WIS
10(+0)
CHA
13(+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)
False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.
Trick-or-Treat. A creature that starts its turn within 5 feet of the scarecrow must make a DC 11 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The scarecrow makes two claw attacks.
Claw.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn.
Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.
Skeleton:
Skeleton
Medium undead, lawful evil
Armor Class 13 (Armor Scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
15(+2)
INT
6(-2)
WIS
8(-1)
CHA
5(-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Trick-or-Treat. A creature that starts its turn within 5 feet of the skeleton must make a DC 7 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Shortsword.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow.Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Werewolf (Wolf Man):
Werewolf
Medium humanoid (human, shapechanger), chaotic evil
Armor Class 11 In Humanoid Form, 12 In Wolf Or Hybrid Form
Hit Points 58 (9d8 + 18)
Speed 30 ft., 40 ft. in wolf form
STR
15(+2)
DEX
13(+1)
CON
14(+2)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
Skills Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 3 (700 XP)
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trick-or-Treat. A creature that starts its turn within 5 feet of the werewolf must make a DC 10 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only).Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only).Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only).Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Vampire (Dracula):
Vampire
Medium undead (shapechanger), lawful evil
Armor Class 16 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18(+4)
DEX
18(+4)
CON
18(+4)
INT
17(+3)
WIS
15(+2)
CHA
18(+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Trick-or-Treat. A creature that starts its turn within 5 feet of the vampire must make a DC 17 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only).Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only).Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Zombie:
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13(+1)
DEX
6(-2)
CON
16(+3)
INT
3(-4)
WIS
6(-2)
CHA
5(-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages of its creator but can't speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Trick-or-Treat. A creature that starts its turn within 5 feet of the zombie must make a DC 7 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Slam.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
I'm putting together a one-shot for Halloween designed to be slipped into any existing campaign without derailing it. Several homebrewed monsters have abilities which will force players to roll on a trick-or-treat table should they fail their saving throw; player may choose to fail these saving throws if they wish. To save myself further headache, I'm just going to have the 1 table that all monsters with this ability will have players roll from.
However, when it comes to the trick or treat table itself, I'm pretty stuck. I know that I want odd rolls to be tricks (negative things) and even rolls to be a treats (positive things), but I'm not even sure how big I want the table to be or what sort of things it will dish out. I also know that if the result of a roll on the trick-or-treat table is 1, the rolling character will die. However, if they roll the maximum possible roll, they will be awarded a luck blade with 3 charges.So, here're the questions i could use some help on in deciding:1.) How big should the trick-or-treat table be?2.) between "instant death" and "three free wish spells", what other sorts of things ought go in to a trick-or-treat combat table?Edit:
Here is the completed table:
The Trick-or-Treat
Some monsters have the Trick-or-Treat trait, requiring a creature to roll on the the Trick-or-Treat table. A target that fails its saving throw against a creature's Trick-or-Treat trait is subjected to the effect rolled from the Trick column, while one that succeeds receives the item rolled from the Treat column. A trick that employs a spell uses a DC of 8 + the proficiency bonus + the Charisma modifier of the creature that forced the roll, and is treated as though it was cast by the creature.
Trick-or-Treat
A creature that starts its turn within 5 feet of the {monster} must make a DC {monster's Charisma DC} Charisma saving throw and rolls on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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I think this is an awesome idea! You could have the results be extreme (the previously mentioned death and Wish potentialities), or totally innocuous (like a bag of candy or the Misfits showing up to play “Where Eagles Dare”). A lot of the results could be dependent upon how serious the tone is. If you want the vibe to be really grimdark, then having a player morph into Hello Kitty would probably ruin that. Will these consequences all be serious, or will there be the possibility for some comedy?
I'm good with a mix of both. I've seen a few trick-or-treat tables online, but their results were all totally inconsequential, which, to me at least, defeats the purpose of forcing a player to roll on the table. I'm okay with a few inconsequential results, but the table as a whole should have the potential to be impactful. That impact can be positive, negative, meaningful, or silly, so long as it isn't a dream-like effect where nothing they roll really matters.
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The major concern is the number of straight-up game/character/campaign destroying things that are present on the table. I’d be okay using a table that had a 1% chance for either the worst (certain death), or best outcome (Wish, some other super overpowered thing). There could be other, permanent (or at least difficult to resolve) consequences, but the more serverly they impact the overall game for good or ill has to be considered in the probability. A great magic item? 10% maybe? A minor curse, 15%?
Some of the effects i was toying with aren't permanent, but have a substantial impact on the current encounter
A few ideas I was pondering:
I was also toying around with actual trick-or-treat goods being present: pennies (coins), fruit, candies, cakes, small trinkets, etc. and their negative counterparts (money being taken away, poisoned or razor-bladed food goods, non-magical undesirable objects such as a dead rat, etc.)
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“The Hag gives you three copper pieces.”
”Okay, we egg her house, teepee all the trees!”
The self-contained/temporary/comedic consequences ones could be the most probable, say the 80% range? Give them the difference in equal good and bad events that would be further reaching. The DM could always just ignore results that could be completely derailing to the campaign if they choose. I think the most important factor is to make unique, flavorful elements that are fun for the players. Just start brainstorming a list and see how many ideas you come up with. All the examples you listed were great!
So what about the table's size? 1d20? 1d100?
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I’d probably go 1d100 to allow the more serious stuff, but to make it highly unlikely. There doesn’t have to be a unique result for every number, but I would have the biggest things only have one spot each.
I edited my first post to include to the table thus far. I've had lots of ideas for tricks, but have been a bit slower in thinking of treats.
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Dude, you gotta throw some candy in there somewhere. It's Halloween after all!
Also, have you considered throwing in some obviously obvious Halloween tropes?
On the good side, you could have a good guy show up, throw a heal or a blessing your way or take a swipe at an enemy monster before going away:
"Not all those who wander are lost"
The monsters are actually the things that will be forcing players to roll on the table, meaning the monster themselves probably shouldn't appear on it.
I've used quite a few classic movie monsters of the years, converted to or from existing D&D monsters. The particular set of encounters I have planned for this year will revolve around scarecrows, with a few mimics thrown in for variety.
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So after tallying up even the broadest variety of typical things that get passed out compared with the number and variety of pranks that can be carried out, I'm thinking about a total revamp of the table.
What if:
Monsters in the Halloween counter have an ability that forces player characters to make a Charisma saving throw, representing how impressed/unimpressed that creature is with the character's costume, way of asking 'trick-or-treat', etc; a character that fails that saving throw rolls from a table dedicated to tricks, while a character that succeeds on their save rolls on a table dedicated to treats.
On these tables, I would remove the super-harsh instant-death trick, but also remove the game-changing luck blade.
Instead, treats would all be items. Most of which just will be sweets, some of which, when eaten, function like a potion that provides some beneficial effect. Some will be little toys and trinkets, some of which may have some minor magical effect, such as a plastic spider ring that grants a character advantage on saving throws against being poisoned.
Tricks would be similar to what I have now: traditional halloween tricks such as being egged or toilet paper, but also a few tricks that parade as treats until used or consumed. Like a sugar candy that's actually made of salt, or ye olde urban legend of an apple with razor blades in it.
Would that be better than a single table where whether you are tricked or treated is entirely up to chance, not once, but twice (once for the saving roll that can force a roll on the table, then a roll to decide whether something good or something bad happens)? It would also give me a bit more breathing room to get creative and expansive with the options of things that could happen.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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The Treat table is now complete. Now, I need only fill in the Trick table.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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You could also use the trick table to make the players do silly things: you can only speak in rhymes for the next minute, your head appears to be a pumpkin for the next five minutes (maybe imposing disadvantage on charisma saves or checks), your appearance changes to be that of a scarecrow and imposes disadvantage on intelligence checks (because scarecrows are brainless), tin man for disadvantage on stealth or dex rolls, something of the like.
Harry Hoblin, the happy goblin, doin' all of the goblin things
He likes murder, loot, and pillage; he's doin' all of the goblin things
He'll eat your puppies and your babies; he's doin' all of the goblin things
Concepts for Tricks:
5 illusory Fireballs fall down from the sky.
A pumpkin is teleported onto an enemies head, blinding them until it is removes, which takes 10mins.
The area is covered in magical darkness, cast by a level 5 darkness spell.
Etc.
Rise! Rise my creation! LIIIIIIIIIIIVE!
(the table is now complete. I would like to thank you all for your input)
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Example Monsters with the Trick-or-Treat trait applied; simple trait that has a player within striking range of the creature make a saving throw,
Avatar of Death (Grim Reaper):
Avatar of Death
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.
Trick-or-Treat. A creature that starts its turn within 5 feet of the avatar must make a DC 15 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Flesh Golem (Frankenstein):
Flesh Golem
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Trick-or-Treat. A creature that starts its turn within 5 feet of the golem must make a DC 8 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Gold Dragon, Ancient:
Ancient Gold Dragon
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Trick-or-Treat. A creature that starts its turn within 10 feet of the dragon must make a DC 24 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Horned Devil (Devil):
Horned Devil
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Trick-or-Treat. A creature that starts its turn within 10 feet of the horned devil must make a DC 15 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Mage (Witch/Wizard):
Mage
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Trick-or-Treat. A creature that starts its turn within 5 feet of the horned devil must make a DC 11 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scarecrow:
Scarecrow
False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.
Trick-or-Treat. A creature that starts its turn within 5 feet of the scarecrow must make a DC 11 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn.
Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.
Skeleton:
Skeleton
Trick-or-Treat. A creature that starts its turn within 5 feet of the skeleton must make a DC 7 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Werewolf (Wolf Man):
Werewolf
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trick-or-Treat. A creature that starts its turn within 5 feet of the werewolf must make a DC 10 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Vampire (Dracula):
Vampire
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Trick-or-Treat. A creature that starts its turn within 5 feet of the vampire must make a DC 17 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Zombie:
Zombie
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Trick-or-Treat. A creature that starts its turn within 5 feet of the zombie must make a DC 7 Charisma saving throw and roll on the Trick-or-Treat table. A target that fails its saving throw is subjected to the effect rolled from the Trick column of the table, while one that succeeds receives the item from the Treat column.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Two years later, this is still genius. Thank you :D
Five, actually (i had to look it up and still can't believe it was that long ago).
Hope you can get some use out of it this year.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters