Fear and Madness
Sometimes there will be situations in which any sane individual would be afraid. Now, as heroic characters, it is expected that you will often try to fight past these instincts, however it should be a struggle. When a fear save is called for, the DM will set a DC and the players can choose to embrace the fear or try to fight through it.
- If the player chooses to fail a fear save willingly, they will need to flee or act terrified while the object of fear is present. If they do so, they get inspiration when the object of fear is no longer present.
- If the player chooses to fight the fear, they must make a Wisdom saving throw. If the roll succeeds, they have steeled themselves and overcome their fear. If the roll fails, they gain the Frightened condition for one minute. They may re-try the save at the end of each turn.
Occasionally your characters may be exposed to something so utterly alien or horrifying that their minds risk fracturing under the strain. In these cases you will be asked to make a madness save. When a madness save is called for, the DM will set a DC and the players will need to roll a Charisma saving throw.
- Those that roll a natural 20 find their resolve hardened. They are immune to fear or madness effects from that source for the rest of the day and gain Inspiration.
- Those that meet or exceed the DC suffer no ill effects.
- Those that fail the saving throw by five or less will be affected by an option from the Short-Term Madness table for 1d10 minutes. (DMG 259)
- Those that fail the saving throw by more than five will be affected by an option from the Long-Term Madness table for 1d10x10 hours. (DMG 260)
- Those that roll a natural 1 have their mind permanently damaged. They immediately gain a new flaw from the Indefinite Madness table. (DMG 260)