Homebrew Ailments
Heracy
You perform dark rites, spells, acts and or rituals that grossly conflict with your Domain. Doing so pollutes your divine gift.
You receive a point of disgrace based upon each act as follows:
Rite/Ritual = 2
Spell/Act = 1
Brandishing of Item = 3
These can be forgiven 1 year after your last transgression or you have completed a heroic deed.
Roll D100+D10 for table results. -10 for each point of Disgrace you have accumulated.
Rolls | Result |
---|---|
00-91 | You are forgiven |
90-71 | You must beseech your god in Prayer before you can receive forgiveness and progress a level |
70-51 | You must seek out a servant of your god to pray over you before you can receive forgiveness and progress a level |
50-31 | You lose your power for 1d10 days after seeking out a servant of your god to cleanse you. |
30-11 | You lose your power for 1d20 days as punishment after seeking out a servant of your god to cleanse you. |
10-01 | Your link to your God is broken |
(In)Sanity
Start with 100 Sanity points.
00 - 75
75 - 50
50 - 25
25 - 00
Roll 1d20, on a fail, you receive a Minor Mental Attack , you witness a mildly disturbing situation, take 1d4 Sanity Damage, you need 1d4 days to recover.
with less than 4 points under the DC, you receive a Moderate Mental Attack , you witness a disturbing situation, take 1d8 Sanity Damage, you need 1d12 days to recover.
With less than 8 points under the DC, you receive a Major Mental Attack , you witness a grotesque and horrifying situation, take 1d12 Sanity Damage, you need 1d12 days to recover.
With less than 12 points under the DC, you receive a Massive Mental Attack . Receiving a mild phobia., you witness a nightmarish situation, that changes your life forever. take 1d20 Sanity Damage, you need 1d20 days to recover, receiving a phobia which can only be removed by an alter mind spell.
Receiving further Sanity damage whilst in recovery, doubles damage, also, receiving Mental damage prior to Sanity damage makes you vulnerable to sanity damage.
Sanity per Long Rest after recovery:
Wis Modifier <0: 1d4 - Modifier
Wis Modifier +0: 1d4
Wis Modifier +1: d6
Wis Modifier +2: d8
Wis Modifier +3: d10
Wis Modifier +4: d12
Wis Modifier +5: d20
Trigger | Madness | Result |
---|---|---|
Shocking Event | Shock | The victim is incapacitated for 1 minute unless. Any damage causes them to roll a Wisdom or Intelligence save, otherwise a Calm Emotions Spell will break them out of their traumatised state. |
Wounds and Scars
If you are incapacitated, roll d6.
1 Head
2 Torso
3 Arm
4 Leg
5 Hand
6 Foot
If you receive damage in a particular location, you receive a wound, causing disadvantage on ability checks that require that limb.
Roll 1d10 for days to heal.
If you take another hit to that limb, it is scarred, doing permanent damage, any ability, skill or saving throw relating to that limb is done at disadvantage.
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