Fear (Overkill Supplement)

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Fear[edit]

Rules exist in Dungeons & Dragons 5th Edition for characters being frightened out of their wits, but frankly they're too simple, too boring. These rules expand upon the possibilities that the frightened condition provides and should bring more dramatic immersion to the game.

Degrees of Fear[edit]

Effects and situations that inspire fear can be divided into five different numeric grades. The higher the grade, the scarier the source of fear, and the more trauma it can inspire. A creature which fails its saving throw against a fear effect must roll a d20 on the corresponding table; the higher the result, the luckier the creature is and the less it suffers. On the other hand, a low roll on the table is bad. A natural 1 especially can ruin a poor sap's day.

Tables[edit]

Fear Degree I[edit]

Table: Fear Degree I[edit]
  • 1: Roll on the Fear Degree III table.
  • 2-4: Roll on the Fear Degree II table.
  • 5-10 (Instant): The creature drops whatever is holding out of shock.
  • 11-15 (1 minute):The creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and it can't willingly move closer to the source of its fear.
  • 16-20 (1 round): The creature feels uneasy, and has disadvantage on the next attack roll or ability check it makes while the source of its fear is within line of sight. The creature can move closer to the source of its fear, but every 1 foot it moves towards the source of its fear expends 2 feet of its movement.

Fear Degree II[edit]

  • 1: Roll on the Fear Degree IV table.
  • 2-4: Roll on the Fear Degree III table.
  • 5-10: The creature is incapacitated until the end of its next turn.
  • 11-15: The creature drops whatever is holding, and it has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. On each of its turns, it must use its action to take the Dash action and move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a saving throw to end this effect on itself.
  • 16-20: The creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and it can't willingly move closer to the source of its fear.

Fear Degree III[edit]

  • 1: Roll on the Fear Degree V table.
  • 2-4: Roll on the Fear Degree III table.
  • 5-10 (1 round): The creature is paralyzed by fear.

Fear Degree IV[edit]

  • 1: The creature immediately undergoes cardiac arrest and may quite literally die of fright.
  • 2-4: Roll on the Fear Degree V table.
  • 5-10 (1 minute): The creature is paralyzed by fear.

Fear Degree V[edit]

  • 1: The creature immediately undergoes cardiac arrest and may quite literally die of fright. Should it survive, the creature's mind is gone, leaving only a vegetable behind. It's Intelligence and Charisma scores become 1, and the creature is permanently incapacitated, no longer able to move or speak, and unaware of its surroundings.
  • 2-4: The creature immediately undergoes cardiac arrest and may quite literally die of fright.

Post-Traumatic Stress[edit]

Sometimes the mental trauma a horrific situation provides leaves mental scars behind, with long-lasting effects on the victim's personality.

  • Aversion:
  • Detachment:
  • Flashbacks:
  • Nightmares:
  • Suicidal Impulses:

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