New Ability Score: Sanity in Faerin | World Anvil

New Ability Score: Sanity

A character with a high Sanity is a level headed even in the face of insane circumstances, while a character with a low Sanity is unsteady, breaking easily when confronted with eldritch horrors that are beyond normal reason.   When you may need to use a Sanity Check:
  • Used to recall lore about alien creatures
  • Understanding madness or the writings of a seeming lunatic
  • To learn spells from forbidden lore.
  • Deciphering a piece of text in a language so alien it threatens to break a character’s mind.
  • Overcoming the lingering effects of madness
  • Comprehending a piece of alien magic foreign to the normal understanding of the arcane.
  When you may need to make a Sanity Saving Throw:  
  • Seeing a creature from the Far Realms, or other alien realms the first time.
  • Contacting the mind of an alien creature.
  • Being subject to spells that affect mental stability.
  • Passing through a demiplane built on alien physics.
  • Resisting an effect conferred by an attack or spell that delivers psychic damage.
  • Watching someone brutally killed in an instant.
  • Facing Terrifying creatures.
  • Suffering massive critical hits in combat doing more than half your total hit points.
  • Witnessing a truly terrible event. (Being Tortured, Trapped in a dark hole with hungry rats, clawed at by hideous mutants, unable to prevent a loved one from being killed, Encountering undead or demonic entities, direct contact to raw magical energies.)
 

Saving Throws

All Halflings gain proficiency in Sanity Saving Throws.  

New Skill: Forbidden Lore

The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Forbidden Lore.  

Who can learn this Skill

This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook. The following character classes would have access to Forbidden Lore Skill when they make their characters and can add this skill to the list of Skills they choose from.  
  • Bards who join the College of Lore have a 25% chance of gaining this skill. They may role at 3rd level, 7th level, 13th level, and 19th level.
  • Clerics with the Knowledge Domain have a 20% chance of being able to able to select this skill at 1st level. At 4th, 8th, 13th, and 18th levels they have a 20% chance to gain this skill.
  • Clerics of the Grave Domain have a 25% chance of being able to select this skill at 1st level.
  • Paladins who take the Oath of Vengeance have a 10% chance of gaining the skill. They can retest again at 5th, 9th, 11th, 13th, 15th, 17th, and 19th level.
  • Paladins who take Any other Oath have a negative 10% chance of gaining the skill.
  • Rangers who take the Gloom Stalker archetype have a 10% chance on entering to gain this skill.
  • Rangers who take the Horizon Walker archetype have a 15% chance on entering to gain this skill. They can retest again at 7th,11th,16th levels at 20% chance.
  • Rangers who take the Monster Slayer archetype have a 10% chance on entering to gain this skill.
  • Rouges who take the Arcane Trickster archetype have a 5% chance on entering to gain this skill.
  • Rouges who take the Inquisitor archetype have a 10% chance on entering to gain this skill.
  • Sorcerer’s with a Wild Magic Origin may choose to select this skill at first level.
  • Sorcerer’s with a Shadow Magic Origin may choose to select this skill at first level.
  • All Warlocks may choose to select this skill at first level.
  • Wizards who follow the Abjuration has a 50% chance of gaining this at second level. A 60% chance at 6th level. A 70% chance at 10th level.
  • Wizards who follow the School of Necromancy gain this at second level.
  The following Races have a chance to have access to Forbidden Lore Skill when they make their characters and can add this skill to the list of Skills they choose from. If these races have no ability to learn the skill from there class, they have the following percentage chance of being able to know it. If their class gives them a chance, add this to the chance. If they have no class chance to learn it at first level, roll there racial chance now at creation, and add it if they later gain a role.  
  • Dwarf; Mountain 2% chance, Hill 1% chance.
  • Elf; Drow (dark)15%, Sun (High) or Germanic 10%, Moon or Wood 5%, Santa's -50% chance :P.
  • Halfling Negative 10% chance, if this makes your role less than 0% you do not gain it. If you would have had a 100% chance, you now need to roll for it at 80% (yes its 20% less from 100%.).
  • Humans 2% chance.
  • Dragonborn 2% chance.
  • Gnome 3% chance.
  • Half-Elf 2% chance.
  • Half-Orc Negative 5% chance, if this makes your role less than 0% you roll at 1%. If you would have had a 100% chance, you now need to roll for it at 95%.
  • Tiefling 5% chance.

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