Secret Lesson 95

Fear and Mental Stress

Lesson 94 showed how the environment can challenge characters through:

COLD

HEAT

WATER

WEATHER

ALTITUDE

and:

DANGEROUS TERRAIN

Now the Gameplay Toolbox turns toward threats that attack something less physical:

COURAGE

PERCEPTION

WILLPOWER

and:

THE MIND

Adventurers are unusually resilient people. A farmer might flee from a terrifying apparition or dangerous animal, while adventurers routinely confront monsters, supernatural phenomena, and impossible dangers.

Even adventurers, however, can encounter something frightening or mentally overwhelming enough to have:

MECHANICAL CONSEQUENCES

The SRD 5.2.1 provides two related GM tools:

FEAR EFFECTS

and:

MENTAL STRESS EFFECTS

It also provides rules for mental stress that lasts beyond the immediate scene:

SHORT-TERM EFFECTS

LONG-TERM EFFECTS

and:

INDEFINITE EFFECTS

Before using these rules, the SRD explicitly advises the GM to:

DISCUSS THEM WITH THE PLAYERS AT THE START OF THE CAMPAIGN

 

That guidance matters because these rules can temporarily restrict:

CHARACTER ACTIONS

PLAYER OPTIONS

and:

CHARACTER CAPABILITIES

This lesson teaches how to use them exactly as the SRD presents them.


PART ONE — THE CORE DISTINCTION

Fear and Mental Stress are related, but they aren't the same mechanic.

FEAR

The normal mechanical foundation is:

FRIGHTENED

Fear usually represents an immediate supernatural terror.


MENTAL STRESS

The recommended mechanical foundation is:

PSYCHIC DAMAGE

Mental Stress represents an experience that:

STRAINS

SHOCKS

or:

OVERWHELMS

the mind.

 


SIMPLE FORMULA

For supernatural terror, think:

FRIGHTENED

For intense mental strain, think:

PSYCHIC DAMAGE

For lingering mental consequences, think:

PROLONGED EFFECTS


PART TWO — THESE RULES ARE GAME MASTER TOOLS

The SRD doesn't say that every frightening sight requires:

A SAVING THROW

Characters are adventurers.

They already operate in a world containing:

  • monsters

  • combat

  • magic

  • death

  • supernatural dangers

So the GM shouldn't automatically say:

“YOU SAW A BEAR — WISDOM SAVE.”

The Fear section specifically points toward encounters with something:

SUPERNATURALLY FRIGHTFUL

 

The tool is therefore most appropriate when the situation is intended to exert:

SUPERNATURAL FEAR

rather than representing every ordinary moment of nervousness.


PART THREE — TALK TO THE PLAYERS FIRST

The SRD begins this section with unusually explicit GM guidance:

IF YOU PLAN TO USE THESE RULES, DISCUSS THEM WITH YOUR PLAYERS AT THE START OF THE CAMPAIGN

 

This isn't merely flavor.

These mechanics can produce results such as:

FORCED MOVEMENT

INCAPACITATED

STUNNED

LONG-LASTING DISADVANTAGE

and:

INDEFINITE EFFECTS

So players should know that these systems may be part of:

THE CAMPAIGN

before they become relevant.


PART FOUR — FEAR USES FRIGHTENED AS ITS BASELINE

When characters encounter something:

SUPERNATURALLY FRIGHTFUL

the SRD recommends using:

THE FRIGHTENED CONDITION

as the baseline effect.

That word:

BASELINE

is important.

It means:

START WITH THE EXISTING CONDITION

Then, if appropriate, the GM can add one of the additional Fear effects suggested later in the section.


PART FIVE — WHAT FRIGHTENED ACTUALLY DOES

The Rules Glossary defines:

FRIGHTENED

with two effects.


EFFECT 1 — ABILITY CHECKS AND ATTACKS

While the:

SOURCE OF FEAR

is within:

LINE OF SIGHT

you have:

DISADVANTAGE

on:

ABILITY CHECKS

and:

ATTACK ROLLS


EXAMPLE

A horrifying apparition is the source of your fear.

You can see it.

You make:

STRENGTH (ATHLETICS)

Disadvantage.

You make:

DEXTERITY (STEALTH)

Disadvantage.

You make:

A LONGSWORD ATTACK

Disadvantage.


SAVING THROWS?

The base Frightened condition doesn't impose:

DISADVANTAGE ON SAVING THROWS

So if you make:

A CONSTITUTION SAVE

the Frightened condition itself doesn't penalize that save.


PART SIX — LINE OF SIGHT MATTERS

The first Frightened penalty applies only while:

THE SOURCE OF FEAR IS WITHIN LINE OF SIGHT


EXAMPLE

You are Frightened of a demon.

The demon is visible.

Your Ability Checks and Attack Rolls have:

DISADVANTAGE

You run behind:

A SOLID WALL

Now the demon is no longer within:

LINE OF SIGHT

Does the Frightened condition immediately end?

NO

But its check-and-attack Disadvantage is not active while the source isn't within:

LINE OF SIGHT

The second Frightened rule still matters.


PART SEVEN — CAN'T APPROACH

While Frightened:

YOU CAN'T WILLINGLY MOVE CLOSER TO THE SOURCE OF FEAR

 

Notice that this rule does not contain the same:

LINE-OF-SIGHT REQUIREMENT


EXAMPLE

You run around a corner.

You can no longer see:

THE DEMON

But can you voluntarily walk back toward it while still Frightened?

NO

Not if doing so would willingly move you:

CLOSER TO THE SOURCE OF FEAR


PART EIGHT — FRIGHTENED DOES NOT AUTOMATICALLY FORCE FLEEING

The base condition says:

YOU CAN'T WILLINGLY MOVE CLOSER

It doesn't say:

YOU MUST RUN AWAY

That distinction is essential.

A Frightened creature could potentially:

STAY WHERE IT IS

MOVE SIDEWAYS

MOVE FARTHER AWAY

TAKE AN ACTION

TAKE A BONUS ACTION

subject to whatever other rules apply.


BUT THE FEAR TOOLBOX CAN ADD MORE

The Gameplay Toolbox gives the GM optional additional effects that can operate:

WHILE THE FRIGHTENED CONDITION LASTS

Those are separate from:

THE BASE CONDITION

 


PART NINE — TYPICAL FEAR SAVING THROW

Fear effects typically require:

A WISDOM SAVING THROW

The DC depends on:

HOW TERRIFYING THE SITUATION IS

The SRD provides three sample benchmarks.

Example Save DC
Harmless but terrifying apparition appears when a sarcophagus opens 10
Magical trap manifests a character's worst fears, visible only to that character 15
Portal to the Abyss reveals a nightmare realm of torment and slaughter 20

These aren't:

THREE UNIVERSAL FEAR EVENTS

They are:

BENCHMARK EXAMPLES

for the GM.


PART TEN — FEAR DC 10

The lowest sample DC is:

10

The SRD example is frightening but:

HARMLESS

A sarcophagus opens.

A terrifying apparition appears.

The situation is supernatural and alarming, but not at the scale of:

COSMIC HORROR

So:

DC 10

provides the benchmark.


EXAMPLE

Wisdom Save modifier:

+2

d20:

9

Total:

9 + 2 =

11

11 ≥ 10.

SUCCESS

No Frightened effect from this save.


PART ELEVEN — FEAR DC 15

The middle benchmark is:

DC 15

The example is much more personal.

A magical trap produces:

AN ILLUSORY MANIFESTATION OF THE CHARACTER'S WORST FEARS

visible only to:

THAT CHARACTER

 

This is not merely a strange apparition.

It is supernatural fear tailored to:

THE INDIVIDUAL


EXAMPLE

Wisdom Save:

d20: 10

Wisdom modifier:

+3

Proficiency:

+3

Total:

10 + 3 + 3 =

16

DC:

15

Result:

SUCCESS


PART TWELVE — FEAR DC 20

The strongest sample is:

DC 20

The example:

A PORTAL TO THE ABYSS

opens and reveals:

A NIGHTMARISH REALM OF TORMENT AND SLAUGHTER

 

The GM now has a rough scale:

DC 10 — SUPERNATURAL BUT RELATIVELY LIMITED

DC 15 — SERIOUS AND PERSONALLY TERRIFYING

DC 20 — EXTREME SUPERNATURAL HORROR

These are:

SAMPLE BENCHMARKS

not a mathematical formula saying all fear effects must use only:

10, 15, OR 20


PART THIRTEEN — WHAT HAPPENS AFTER A FAILED FEAR SAVE?

The baseline effect is normally:

FRIGHTENED

Then the SRD gives a typical recovery procedure.

A Frightened creature typically repeats:

THE SAVING THROW

at:

THE END OF EACH OF ITS TURNS

Success:

THE EFFECT ENDS ON THAT CREATURE

 


EXAMPLE

Initial Wisdom Save:

FAILURE

Character becomes:

FRIGHTENED

Turn 1 ends.

Wisdom Save:

FAILURE

Still Frightened.

Turn 2 ends.

Wisdom Save:

SUCCESS

Fear effect:

ENDS


IMPORTANT WORD — “TYPICALLY”

The SRD says fear effects:

TYPICALLY

work this way.

That means this is:

THE RECOMMENDED GENERAL MODEL

A specific monster, spell, trap, or GM-designed effect can define:

DIFFERENT ENDING CONDITIONS


PART FOURTEEN — SPECIFIC FEAR EFFECTS OVERRIDE THE BASELINE

Consider the actual spell:

FEAR

The spell gives Frightened but also provides:

ITS OWN ADDITIONAL RULES

The creature drops what it is holding, takes the Dash action, and moves away by the safest route on its turns unless there is nowhere to move.

Its repeated Wisdom save occurs when the creature ends its turn where it:

DOESN'T HAVE LINE OF SIGHT TO THE CASTER

 

That is more specific than:

THE GENERAL TOOLBOX MODEL

So:

FOLLOW THE SPELL

when resolving that spell.


PART FIFTEEN — OPTIONAL FEAR EFFECT 1: FORCED FLIGHT

The GM may decide that while Frightened, the creature must:

TAKE THE DASH ACTION

on each of its turns

and use its movement to get:

FARTHER AWAY FROM THE SOURCE OF FEAR

 


BASE FRIGHTENED VS THIS OPTION

Base Frightened

Can't willingly move:

CLOSER

Added Fear Effect

Must actively:

DASH AWAY

Those are dramatically different levels of control.


EXAMPLE

Speed:

30 FEET

Character has the added Dash fear effect.

Normal movement:

30

Dash adds:

30

Potential movement:

60 FEET

The character uses that movement to get:

FARTHER FROM THE SOURCE


PART SIXTEEN — OPTIONAL FEAR EFFECT 2: EASIER TO ATTACK

Another suggested effect:

ATTACK ROLLS AGAINST THE FRIGHTENED CREATURE HAVE ADVANTAGE

 


IMPORTANT

This is not part of the base Frightened condition.

Normally Frightened changes:

THE FRIGHTENED CREATURE'S ATTACKS

while the source is visible.

It does not normally give:

EVERYONE ADVANTAGE AGAINST THAT CREATURE

The GM must deliberately add this optional Fear effect if using the Toolbox model.


EXAMPLE

Without this optional rule:

Enemy attacks Frightened Fighter.

No Advantage:

FROM FRIGHTENED ALONE

With the added Fear effect:

Enemy attack:

ADVANTAGE


PART SEVENTEEN — OPTIONAL FEAR EFFECT 3: LIMITED TURN

The third suggested additional effect is extremely restrictive.

On each turn, the Frightened creature can do only:

ONE

of the following:

MOVE

TAKE AN ACTION

or:

TAKE A BONUS ACTION

 


NORMAL TURN

A creature could normally:

  • move

  • take an Action

  • perhaps use a Bonus Action


WITH THIS FEAR EFFECT

It must choose one category.

Choice 1

MOVE

No Action.

No Bonus Action.

Choice 2

ACTION

No movement.

No Bonus Action.

Choice 3

BONUS ACTION

No movement.

No Action.


IMPORTANT

This is similar to some specific abilities we've already encountered, but in this section it is:

AN OPTIONAL GM FEAR EFFECT

Do not attach it to every instance of:

FRIGHTENED


PART EIGHTEEN — THE GM CAN USE FRIGHTENED ALONE

The SRD says the GM:

MIGHT

add additional effects.

It doesn't say:

MUST

So the simplest fear effect is:

WISDOM SAVE

Failure:

FRIGHTENED

Repeat save:

END OF EACH TURN

Success:

END

That alone is a fully usable supernatural fear mechanic.


PART NINETEEN — BUILDING A SIMPLE FEAR EFFECT

Suppose the heroes open the sealed door of an ancient crypt.

Behind it stands an impossible spectral guardian.

The GM decides:

THIS IS SUPERNATURALLY FRIGHTFUL


STEP 1 — CHOOSE DC

The event is serious but not cosmic.

GM chooses:

DC 15

using the Toolbox examples as guidance.


STEP 2 — CHOOSE SAVE

Typical fear:

WISDOM SAVE


STEP 3 — DEFINE FAILURE

Failure:

FRIGHTENED


STEP 4 — DEFINE RECOVERY

At end of each turn:

REPEAT WISDOM SAVE

Success:

END EFFECT


STEP 5 — DECIDE WHETHER TO ADD ANYTHING

GM decides:

NO ADDITIONAL EFFECT

That creates a complete SRD-supported Fear encounter.

The apparition, crypt, and exact story are:

EXAMPLE

The mechanical framework comes from:

THE FEAR TOOLBOX


PART TWENTY — BUILDING A STRONGER FEAR EFFECT

Now imagine a portal to an impossibly hostile realm opens.

The GM chooses:

DC 20 WISDOM SAVE

Failure:

FRIGHTENED

and adds:

MUST DASH AWAY

while Frightened.

At end of each turn:

REPEAT SAVE

Success:

END

This is stronger than Frightened alone because failure now affects:

POSITIONING

and:

ACTION ECONOMY


PART TWENTY-ONE — IMMUNITY TO FRIGHTENED

If a creature has:

IMMUNITY TO THE FRIGHTENED CONDITION

then the condition:

DOESN'T AFFECT IT

The Rules Glossary definition of Immunity establishes that an immune condition:

DOESN'T AFFECT THE CREATURE


IMPORTANT FOR CUSTOM FEAR

If the GM builds the Fear effect around:

FRIGHTENED

then Frightened Immunity matters.

The GM should not secretly replace the condition with:

AN IDENTICAL UNNAMED PENALTY

merely to bypass the immunity.

If creating something genuinely different from Frightened:

SAY WHAT THAT EFFECT IS


PART TWENTY-TWO — FEAR IS NOT AUTOMATIC MIND CONTROL

Even with the base Frightened condition:

THE GM DOESN'T CONTROL EVERY DECISION

The rules specify what the creature:

CAN'T DO

or:

MUST DO

depending on the exact Fear effect.

Anything not restricted remains:

THE CHARACTER'S DECISION


BASE FRIGHTENED EXAMPLE

Character can't willingly:

MOVE CLOSER

But the player could decide to:

  • attack

  • cast a spell

  • help an ally

  • retreat

  • hide

  • stand still

subject to the normal rules and the condition's Disadvantage.


STRONGER FEAR EXAMPLE

If the GM uses the:

MUST DASH AWAY

option, then the rules impose much more behavior.

That behavior comes from:

THE ADDED EFFECT

not from an assumption that:

“FRIGHTENED MEANS PANIC.”


PART TWENTY-THREE — MENTAL STRESS

Fear uses:

FRIGHTENED

as its baseline.

For intense:

MENTAL STRESS

the SRD says:

PSYCHIC DAMAGE

is the best way to represent the effect.

This gives the GM a clean mechanical language.

Instead of inventing an undefined:

“SANITY LOSS”

the Toolbox uses existing mechanics:

SAVING THROWS

plus:

PSYCHIC DAMAGE


PART TWENTY-FOUR — MENTAL STRESS USUALLY USES WISDOM

Mental Stress can usually be resisted with:

WISDOM SAVING THROW

However:

INTELLIGENCE

or:

CHARISMA

may sometimes be more appropriate.

So there isn't one universal Mental Stress save.


DEFAULT THINKING

Usually:

WISDOM

Sometimes:

INTELLIGENCE

Sometimes:

CHARISMA

The GM chooses according to:

THE NATURE OF THE EFFECT


PART TWENTY-FIVE — WHY DIFFERENT ABILITIES CAN MATTER

The SRD doesn't provide a mandatory formula telling you:

“USE INTELLIGENCE FOR X”

“USE CHARISMA FOR Y”

It simply says those saves may sometimes be:

MORE APPROPRIATE

So the GM should tie the save to:

WHAT THE MENTAL EFFECT IS DOING

not to a random desire to target:

A CHARACTER'S LOWEST ABILITY


EXAMPLE — WISDOM

An overwhelming supernatural vision tests the character's capacity to:

ENDURE THE EXPERIENCE

Wisdom may be appropriate.


EXAMPLE — INTELLIGENCE

A reality-breaking phenomenon attacks the character's ability to:

PROCESS IMPOSSIBLE INFORMATION

The GM might decide Intelligence is more appropriate.


EXAMPLE — CHARISMA

A supernatural force threatens the character's:

SENSE OF SELF

The GM might decide Charisma is appropriate.

These explanations are:

INTERPRETIVE EXAMPLES

The actual SRD rule is that mental stress is usually Wisdom, while Intelligence or Charisma can sometimes be more appropriate.


PART TWENTY-SIX — SAMPLE MENTAL STRESS TABLE

The SRD gives three example intensity levels.

Example Save DC Psychic Damage
Hallucinogenic substance distorts perception of reality 10 1d6
Fiendish idol tears at the character's mind 15 3d6
Magical trap flings the character into the Far Realm until the end of the character's next turn 20 9d6

This gives the GM two linked benchmarks:

SAVE DIFFICULTY

and:

DAMAGE SEVERITY


PART TWENTY-SEVEN — LOW MENTAL STRESS

Example:

HALLUCINOGENIC SUBSTANCE

DC:

10

Damage:

1D6 PSYCHIC


EXAMPLE

Wisdom Save:

+2

Roll:

7

Total:

9

Failure.

Psychic damage:

1d6 = 4

Character takes:

4 PSYCHIC DAMAGE


PART TWENTY-EIGHT — MODERATE MENTAL STRESS

Example:

FIENDISH IDOL

DC:

15

Psychic damage:

3D6


EXAMPLE

Roll:

3d6 = 5 + 4 + 3

Total:

12 PSYCHIC DAMAGE

This is substantially more dangerous than:

1D6

but still far below the strongest Toolbox example.


PART TWENTY-NINE — EXTREME MENTAL STRESS

The highest example involves a magical trap that temporarily casts the character into:

THE FAR REALM

DC:

20

Damage:

9D6 PSYCHIC

 


EXAMPLE

9d6 damage roll:

3 + 5 + 2 + 6 + 4 + 5 + 3 + 6 + 4 =

38 PSYCHIC DAMAGE

That can be a:

SERIOUS THREAT

especially to a lower-level character.


PART THIRTY — SUCCESSFUL MENTAL STRESS SAVES

What happens on a successful Mental Stress save?

The SRD gives the GM a choice.

A successful save might mean:

NO DAMAGE

or:

HALF DAMAGE

at the GM's discretion.


IMPORTANT

Half damage on success is:

NOT AUTOMATIC

The GM decides when designing or applying the Mental Stress effect.


EXAMPLE 1 — NO DAMAGE ON SUCCESS

DC 15 Wisdom Save.

Fail:

3D6 PSYCHIC

Success:

0 DAMAGE


EXAMPLE 2 — HALF ON SUCCESS

Same effect.

Fail:

3D6 PSYCHIC

Success:

HALF DAMAGE

round down under the normal rounding rule.


DAMAGE ROLL

3d6:

13

Success with half damage:

13 ÷ 2 = 6.5

Round down:

6 PSYCHIC DAMAGE


PART THIRTY-ONE — PSYCHIC DAMAGE DOESN'T AUTOMATICALLY ADD ANOTHER PENALTY

Psychic is:

A DAMAGE TYPE

It does not universally mean:

STUNNED

FRIGHTENED

CONFUSED

INCAPACITATED

or:

MEMORY LOSS

Those consequences only occur when:

A SPECIFIC EFFECT SAYS SO

For the basic Mental Stress model:

PSYCHIC DAMAGE

can be enough.


PART THIRTY-TWO — MENTAL STRESS CAN HAVE PROLONGED EFFECTS

Some experiences can continue affecting the character:

AFTER THE INITIAL EVENT

The SRD provides three categories:

SHORT-TERM

LONG-TERM

and:

INDEFINITE

 

These are examples the GM can use when:

MENTAL STRESS HAS LASTING CONSEQUENCES


PART THIRTY-THREE — SHORT-TERM EFFECTS

A Short-Term effect gives the character one of these conditions:

FRIGHTENED

INCAPACITATED

or:

STUNNED

Duration:

1D10 MINUTES

 


EXAMPLE

Roll:

1D10 = 6

Duration:

6 MINUTES

The GM chooses or determines the appropriate condition from the listed possibilities.


IMPORTANT

These are:

ACTUAL CONDITIONS

So use their full Rules Glossary definitions.

Do not reduce:

STUNNED

to simply:

“YOU'RE A BIT DISTRACTED.”

Stunned has exact mechanics.

Likewise:

INCAPACITATED

and:

FRIGHTENED

have exact mechanics.


PART THIRTY-FOUR — SHORT-TERM FRIGHTENED

If the Short-Term effect is:

FRIGHTENED

the character experiences the normal condition:

DISADVANTAGE ON ABILITY CHECKS AND ATTACK ROLLS WHILE THE FEAR SOURCE IS WITHIN LINE OF SIGHT

and:

CAN'T WILLINGLY MOVE CLOSER TO THE SOURCE

 

The exact Mental Stress effect should make clear:

WHAT THE SOURCE OF FEAR IS

when using a condition that depends upon a source.


PART THIRTY-FIVE — SHORT-TERM INCAPACITATED

If the Short-Term effect is:

INCAPACITATED

the character:

CAN'T TAKE ACTIONS

CAN'T TAKE BONUS ACTIONS

CAN'T TAKE REACTIONS

CAN'T SPEAK

and:

CONCENTRATION BREAKS

according to the glossary rules we studied earlier.

That is a:

VERY STRONG EFFECT

even though the duration is measured in minutes rather than hours.


PART THIRTY-SIX — SHORT-TERM STUNNED

If the Short-Term effect is:

STUNNED

the character:

HAS INCAPACITATED

AUTOMATICALLY FAILS STRENGTH SAVES

AUTOMATICALLY FAILS DEXTERITY SAVES

and:

ATTACK ROLLS AGAINST THE CHARACTER HAVE ADVANTAGE

Remember an important SRD 5.2.1 rule from Lesson 90:

STUNNED DOES NOT ITSELF SET SPEED TO 0

Do not import an older version of Stunned.


PART THIRTY-SEVEN — BEHAVIOR AND HALLUCINATIONS

The SRD says a Short-Term condition might be accompanied by:

ALARMING BEHAVIOR

or:

HALLUCINATIONS

 

This should be understood carefully.

The mechanical effect remains:

THE CONDITION

The alarming behavior or hallucination can provide:

NARRATIVE EXPRESSION

unless the GM explicitly gives it an additional mechanic.


EXAMPLE

A character is:

STUNNED FOR 4 MINUTES

Narratively, they might perceive:

IMPOSSIBLE SHAPES

or:

HEAR UNREAL VOICES

But unless another rule says otherwise, those details don't automatically add:

EXTRA DAMAGE

ANOTHER CONDITION

or:

AN ADDITIONAL SAVE


PART THIRTY-EIGHT — REMOVING A SHORT-TERM EFFECT

A Short-Term effect can be:

SUPPRESSED BY CALM EMOTIONS

or:

REMOVED BY LESSER RESTORATION

 

These are different words.


SUPPRESS

The underlying effect still exists but:

DOESN'T OPERATE WHILE SUPPRESSED


REMOVE

The effect:

ENDS


PART THIRTY-NINE — CALM EMOTIONS

Calm Emotions is a:

LEVEL 2 ENCHANTMENT SPELL

for:

BARD

and:

CLERIC

Its Duration is:

CONCENTRATION, UP TO 1 MINUTE

and one of its normal options can suppress existing:

CHARMED

and:

FRIGHTENED

conditions for the spell's duration.

The Fear and Mental Stress Toolbox specifically extends its usefulness by saying the listed prolonged Mental Stress effects can be:

SUPPRESSED

with Calm Emotions.


IMPORTANT

Suppression is not:

PERMANENT REMOVAL

When the suppression ends, the underlying prolonged effect can resume if its own duration hasn't expired.


PART FORTY — LESSER RESTORATION

The Toolbox states that:

SHORT-TERM

and:

LONG-TERM

Mental Stress effects can be removed by:

LESSER RESTORATION

 

That is a specific rule from:

THIS GAMEPLAY TOOLBOX SECTION

Do not assume Lesser Restoration therefore removes every possible effect in the game merely because it resembles:

MENTAL STRESS

This permission applies to:

THESE TOOLBOX EFFECTS


PART FORTY-ONE — LONG-TERM EFFECTS

A Long-Term Mental Stress effect causes:

DISADVANTAGE

on:

SOME OR ALL ABILITY CHECKS

for:

1D10 × 10 HOURS

 


DURATION

Roll:

1D10

Then multiply by:

10 HOURS


EXAMPLES

1d10 = 1:

10 HOURS

1d10 = 4:

40 HOURS

1d10 = 7:

70 HOURS

1d10 = 10:

100 HOURS

This can last:

SEVERAL DAYS


PART FORTY-TWO — THE PENALTY CAN BE NARROW OR BROAD

The Long-Term effect can impose Disadvantage on:

SOME

or:

ALL

Ability Checks.

The SRD connects this to an unwillingness or inability to exert:

A PARTICULAR SET OF ABILITIES

 


EXAMPLE — STRENGTH

The SRD suggests a character might feel:

ENERVATED

and unable to exert much:

STRENGTH

A GM could therefore apply the Long-Term effect to:

STRENGTH ABILITY CHECKS


EXAMPLE — CHARISMA

The SRD also gives the idea of becoming:

EXTREMELY SUSPICIOUS OF OTHERS

making:

CHARISMA CHECKS

more difficult.


IMPORTANT

Those examples show the kind of mechanical relationship the GM can use.

The rule isn't:

“MENTAL STRESS ALWAYS GIVES DISADVANTAGE ON STRENGTH AND CHARISMA.”

The GM determines:

WHICH CHECKS ARE AFFECTED

for that particular prolonged effect.


PART FORTY-THREE — LONG-TERM EFFECTS DO NOT AUTOMATICALLY PENALIZE SAVES

The Long-Term rule says:

ABILITY CHECKS

It does not say:

D20 TESTS

Therefore it doesn't automatically give Disadvantage on:

ATTACK ROLLS

or:

SAVING THROWS


EXAMPLE

The character has Disadvantage on:

STRENGTH ABILITY CHECKS

because of a Long-Term Mental Stress effect.

Strength (Athletics):

DISADVANTAGE

Strength Saving Throw:

NORMAL

from this effect alone.

Longsword Attack Roll using Strength:

NORMAL

from this effect alone.

This distinction is extremely important.


PART FORTY-FOUR — LONG-TERM EFFECTS CAN ALSO BE TREATED

Long-Term effects can be:

SUPPRESSED WITH CALM EMOTIONS

and:

REMOVED WITH LESSER RESTORATION

 

Again:

SUPPRESSION

is temporary.

REMOVAL

ends the effect.


PART FORTY-FIVE — INDEFINITE EFFECTS

The most persistent category is:

INDEFINITE

An Indefinite effect is mechanically:

A LONG-TERM EFFECT

with one major difference:

IT LASTS UNTIL REMOVED

 

So instead of rolling:

1D10 × 10 HOURS

the effect continues until:

THE REQUIRED MAGIC REMOVES IT


PART FORTY-SIX — REMOVING AN INDEFINITE EFFECT

An Indefinite Mental Stress effect lasts until removed by:

GREATER RESTORATION

 

It can still be:

SUPPRESSED

by:

CALM EMOTIONS

But Lesser Restoration is not listed here as:

THE REMOVAL METHOD


SUMMARY

Short-Term

Duration:

1D10 MINUTES

Effect:

FRIGHTENED / INCAPACITATED / STUNNED

Suppress:

CALM EMOTIONS

Remove:

LESSER RESTORATION


Long-Term

Duration:

1D10 × 10 HOURS

Effect:

DISADVANTAGE ON SOME OR ALL ABILITY CHECKS

Suppress:

CALM EMOTIONS

Remove:

LESSER RESTORATION


Indefinite

Duration:

UNTIL REMOVED

Effect:

LONG-TERM EFFECT STRUCTURE

Suppress:

CALM EMOTIONS

Remove:

GREATER RESTORATION

 


PART FORTY-SEVEN — COMPLETE PROLONGED EFFECT TABLE

Type Mechanical Effect Duration Suppress Remove
Short-Term Frightened, Incapacitated, or Stunned 1d10 minutes Calm Emotions Lesser Restoration
Long-Term Disadvantage on some or all Ability Checks 1d10 × 10 hours Calm Emotions Lesser Restoration
Indefinite As Long-Term Until removed Calm Emotions Greater Restoration

This table captures the complete core of the SRD's:

PROLONGED MENTAL STRESS SYSTEM


PART FORTY-EIGHT — MENTAL STRESS IS NOT EXHAUSTION

Mental Stress does not automatically give:

EXHAUSTION

The Toolbox instead recommends:

PSYCHIC DAMAGE

and, when appropriate:

PROLONGED EFFECTS

Do not import a separate stress track or automatically convert Mental Stress into:

EXHAUSTION LEVELS

The SRD provides:

A DIFFERENT MODEL


PART FORTY-NINE — MENTAL STRESS IS NOT A NEW CONDITION

There is no Rules Glossary condition called:

MENTALLY STRESSED

Instead, the Toolbox uses existing mechanics:

PSYCHIC DAMAGE

FRIGHTENED

INCAPACITATED

STUNNED

DISADVANTAGE ON ABILITY CHECKS

and:

RESTORATION MAGIC

That keeps the system connected to:

RULES THE PLAYERS ALREADY UNDERSTAND


PART FIFTY — MENTAL STRESS IS NOT THE SAME AS FRIGHTENED

A mental stress event might:

DEAL PSYCHIC DAMAGE

without making the character:

FRIGHTENED

Likewise, a Fear effect might impose:

FRIGHTENED

without dealing:

ANY DAMAGE

These are distinct tools.


EXAMPLE A — FEAR ONLY

A spectral apparition appears.

Wisdom Save:

DC 10

Failure:

FRIGHTENED

Damage:

NONE


EXAMPLE B — MENTAL STRESS ONLY

A fiendish idol tears at the hero's mind.

Save:

DC 15

Failure:

3D6 PSYCHIC DAMAGE

No Frightened condition unless:

THE GM ALSO DESIGNS SUCH AN EFFECT


EXAMPLE C — BOTH

The GM could create a particularly severe supernatural event involving:

A FEAR EFFECT

and:

A MENTAL STRESS EFFECT

But those should be treated as:

SEPARATE MECHANICAL COMPONENTS

with clearly defined saves and consequences.

Do not automatically assume the SRD says:

EVERY FEAR EFFECT ALSO DEALS PSYCHIC DAMAGE

It doesn't.


PART FIFTY-ONE — SAVING THROW SUCCESS DOES NOT ALWAYS MEAN THE SAME THING

This lesson demonstrates an important advanced GM principle.

For Fear:

SUCCESS USUALLY AVOIDS OR ENDS THE FRIGHTENED EFFECT

For Mental Stress:

SUCCESS MAY MEAN NO DAMAGE

or:

HALF DAMAGE

depending on GM design.

For prolonged effects:

DIFFERENT REMOVAL PROCEDURES APPLY

So never reduce all supernatural mental threats to:

“WISDOM SAVE OR NOTHING.”

The SRD provides:

MULTIPLE STRUCTURES


PART FIFTY-TWO — WHEN SHOULD THE GM USE WISDOM, INTELLIGENCE, OR CHARISMA?

The SRD's only hard guidance here is:

MENTAL STRESS USUALLY USES WISDOM

but:

INTELLIGENCE OR CHARISMA CAN SOMETIMES BE MORE APPROPRIATE

 

A useful adjudication approach is therefore:

START WITH WISDOM

Then ask whether the fiction clearly suggests:

INTELLIGENCE

or:

CHARISMA

instead.

Do not switch abilities merely because:

ONE CHARACTER HAS A LOWER SAVE

The choice should reflect:

THE EFFECT


PART FIFTY-THREE — FEAR AND EXISTING MONSTER OR SPELL RULES

The Gameplay Toolbox is useful primarily when:

THE GM NEEDS TO CREATE OR ADJUDICATE A FEAR EFFECT

If a monster stat block already says:

WISDOM SAVING THROW DC 16

and describes the consequences:

USE THAT STAT BLOCK

If a spell already says:

FRIGHTENED UNTIL A SPECIFIC EVENT OCCURS

use:

THE SPELL

The Toolbox does not replace:

SPECIFIC RULES


GENERAL RULE

TOOLBOX FOR BUILDING OR ADJUDICATING

Specific monster/spell/trap:

FOLLOW ITS OWN RULE


PART FIFTY-FOUR — PLAYER CONTROL AND FEAR

One reason the suggested additional Fear effects are clearly defined is that they make restrictions:

OBJECTIVE

For example:

MUST DASH AWAY

is precise.

ATTACKS AGAINST YOU HAVE ADVANTAGE

is precise.

ONLY MOVE, ACTION, OR BONUS ACTION

is precise.

That is better than an undefined instruction such as:

“ACT SCARED ENOUGH OR YOU'RE PLAYING WRONG.”

Mechanics tell the player:

WHAT IS RESTRICTED

The player can still decide:

HOW THEIR CHARACTER EXPERIENCES THAT FEAR

within those rules.


PART FIFTY-FIVE — NARRATIVE DESCRIPTION VS RULE

Suppose a character fails a DC 15 Fear save.

The GM says:

“THE IMAGE OF YOUR WORST FEAR SURROUNDS YOU.”

That is:

NARRATIVE DESCRIPTION

Mechanically:

FRIGHTENED

If the GM also adds:

MUST DASH AWAY

that is:

AN ADDITIONAL FEAR RULE

The distinction matters.

Narrative description should not secretly generate:

EXTRA UNANNOUNCED MECHANICS


PART FIFTY-SIX — COMPLETE FEAR EXAMPLE

The heroes encounter a supernatural entity emerging from a cursed mirror.

This creature and scene are:

ORIGINAL EXAMPLE

The mechanical procedure follows the SRD Toolbox.


STEP 1 — GM CHOOSES FEAR INTENSITY

The event is severe.

DC:

15


STEP 2 — SAVING THROW

Each affected character makes:

WISDOM SAVE


HERO A

Roll:

16

Modifier:

+2

Total:

18

Success.

No Frightened effect.


HERO B

Roll:

8

Modifier:

+3

Total:

11

Failure.

Hero B gains:

FRIGHTENED


STEP 3 — APPLY CONDITION

While mirror entity is within line of sight:

Hero B has:

DISADVANTAGE ON ABILITY CHECKS

and:

DISADVANTAGE ON ATTACK ROLLS

Hero B also can't willingly:

MOVE CLOSER


STEP 4 — GM ADDED NO EXTRA FEAR EFFECT

Hero B can still choose whether to:

  • attack

  • cast

  • retreat

  • help

  • remain still

within the normal rules.


STEP 5 — END OF TURN

Hero B repeats:

WISDOM SAVE

Total:

14

Still Frightened.

Next turn ends.

Total:

17

Success.

FEAR ENDS

That is the simplest complete implementation.


PART FIFTY-SEVEN — COMPLETE STRONG FEAR EXAMPLE

Now use a much stronger event.

A portal to an incomprehensible nightmare realm opens.

GM chooses:

DC 20 WISDOM SAVE

Failure:

FRIGHTENED

Additional effect:

MUST TAKE DASH AND MOVE FARTHER AWAY


CHARACTER SPEED

30 FEET

On turn:

Normal movement:

30

Dash:

+30

Potential movement:

60 FEET

The character uses it to move:

FARTHER FROM THE SOURCE

End turn:

REPEAT WISDOM SAVE

Success:

EFFECT ENDS

Failure:

CONTINUES

This is much stronger than the previous effect, despite both using:

FRIGHTENED

because the GM added:

ACTION AND MOVEMENT CONTROL


PART FIFTY-EIGHT — COMPLETE MENTAL STRESS EXAMPLE

A hero touches a fiendish idol.

This matches the middle SRD benchmark.

Save:

DC 15 WISDOM

Psychic damage:

3D6

GM decides:

HALF DAMAGE ON SUCCESS


ROLL

d20:

11

Wisdom modifier:

+2

Proficiency:

+3

Total:

11 + 2 + 3 =

16

Success.


DAMAGE

3d6:

14

Half:

14 ÷ 2 =

7 PSYCHIC DAMAGE

Because the GM chose:

HALF ON SUCCESS


IF THE GM HAD CHOSEN NO DAMAGE ON SUCCESS

The same successful save would deal:

0

The Toolbox explicitly permits:

GM DISCRETION

on this point.


PART FIFTY-NINE — COMPLETE SHORT-TERM EFFECT EXAMPLE

After an especially severe mental stress event, the GM decides a Short-Term effect is appropriate.

Roll:

1D10

Result:

5

Duration:

5 MINUTES

GM chooses:

STUNNED


MECHANICAL CONSEQUENCES

Character has:

INCAPACITATED

Automatically fails:

STRENGTH SAVES

and:

DEXTERITY SAVES

Attacks against the character:

ADVANTAGE

Duration:

5 MINUTES

unless removed earlier.


TREATMENT

Calm Emotions:

SUPPRESSES THE SHORT-TERM EFFECT

Lesser Restoration:

REMOVES IT

according to the Mental Stress Toolbox.


PART SIXTY — COMPLETE LONG-TERM EFFECT EXAMPLE

A character survives a powerful supernatural mental attack.

GM assigns a:

LONG-TERM EFFECT

Roll:

1D10 = 7

Duration:

7 × 10 =

70 HOURS

The GM determines the effect makes the character unwilling or unable to exert:

CHARISMA

appropriately.

Therefore:

CHARISMA ABILITY CHECKS HAVE DISADVANTAGE

for:

70 HOURS

unless suppressed or removed earlier.


DOES IT AFFECT CHARISMA SAVES?

NO

Not from this Long-Term rule alone.


DOES IT AFFECT CHARISMA SPELL ATTACKS?

NO

Not from this rule alone.

It says:

ABILITY CHECKS


TREATMENT

Calm Emotions:

SUPPRESS

Lesser Restoration:

REMOVE


PART SIXTY-ONE — COMPLETE INDEFINITE EFFECT EXAMPLE

A character survives an extreme reality-breaking magical event.

The GM uses:

AN INDEFINITE EFFECT

and determines it affects:

INTELLIGENCE ABILITY CHECKS

Duration:

UNTIL REMOVED


TREATMENT

Calm Emotions:

TEMPORARILY SUPPRESSES

Greater Restoration:

REMOVES

Lesser Restoration?

NOT LISTED AS THE REMOVAL METHOD FOR INDEFINITE EFFECTS

Use:

GREATER RESTORATION

as specified.


PART SIXTY-TWO — COMMON BEGINNER MISTAKES

MISTAKE 1 — MAKING EVERY SCARY THING REQUIRE A FEAR SAVE

The Toolbox is aimed at:

SUPERNATURALLY FRIGHTFUL

situations.


MISTAKE 2 — USING THESE RULES WITHOUT DISCUSSING THEM WITH THE PLAYERS

The SRD explicitly recommends discussion:

AT THE START OF THE CAMPAIGN


MISTAKE 3 — INVENTING A NEW “FEAR STAT”

The SRD uses:

FRIGHTENED

and:

SAVING THROWS


MISTAKE 4 — INVENTING A NEW “SANITY SCORE”

The Mental Stress Toolbox uses:

PSYCHIC DAMAGE

and:

PROLONGED EFFECTS

It doesn't establish a separate Sanity score.


MISTAKE 5 — THINKING FRIGHTENED ALWAYS FORCES A CREATURE TO FLEE

Base Frightened:

DOES NOT

The GM can add a Dash-away effect separately.


MISTAKE 6 — GIVING THE FRIGHTENED CREATURE DISADVANTAGE ON SAVES

Base Frightened affects:

ABILITY CHECKS

and:

ATTACK ROLLS

while the source is visible.


MISTAKE 7 — KEEPING FRIGHTENED'S CHECK PENALTY WHEN THE SOURCE ISN'T IN LINE OF SIGHT

That penalty specifically requires:

SOURCE WITHIN LINE OF SIGHT


MISTAKE 8 — LETTING THE CREATURE APPROACH THE FEAR SOURCE BECAUSE IT CAN'T SEE IT

The can't-approach rule has no:

LINE-OF-SIGHT REQUIREMENT


MISTAKE 9 — GIVING ALL ATTACKERS ADVANTAGE AGAINST EVERY FRIGHTENED CREATURE

That is an:

OPTIONAL ADDITIONAL FEAR EFFECT

not part of the base condition.


MISTAKE 10 — LIMITING EVERY FRIGHTENED CREATURE TO ONLY MOVE OR Action or Bonus Action

Again:

OPTIONAL ADDITIONAL EFFECT


MISTAKE 11 — AUTOMATICALLY ADDING ALL THREE OPTIONAL FEAR EFFECTS

The SRD says the GM:

MIGHT

add other effects.

It does not require all three.


MISTAKE 12 — USING CONSTITUTION AS THE STANDARD FEAR SAVE

Fear effects:

TYPICALLY USE WISDOM


MISTAKE 13 — THINKING EVERY FEAR DC MUST BE 15

The SRD samples:

10

15

and:

20

for different intensities.


MISTAKE 14 — TREATING THE SAMPLE DCs AS A COMPLETE EXHAUSTIVE LIST

They are:

EXAMPLES


MISTAKE 15 — FORGETTING THE TYPICAL REPEAT SAVE

A Frightened creature typically repeats:

THE SAVE AT END OF EACH TURN

Success:

END


MISTAKE 16 — USING THE GENERIC REPEAT SAVE WHEN A SPECIFIC SPELL OR MONSTER SAYS SOMETHING DIFFERENT

Specific rule:

OVERRIDES THE TOOLBOX BASELINE


MISTAKE 17 — THINKING FEAR AUTOMATICALLY DEALS PSYCHIC DAMAGE

It does not.

Fear and Mental Stress are:

SEPARATE TOOLS


MISTAKE 18 — THINKING MENTAL STRESS AUTOMATICALLY CAUSES FRIGHTENED

It doesn't.

Psychic damage is the recommended:

BASE MECHANIC


MISTAKE 19 — USING ONLY WISDOM FOR EVERY MENTAL STRESS EFFECT

Wisdom is usual, but:

INTELLIGENCE

or:

CHARISMA

can sometimes be appropriate.


MISTAKE 20 — CHOOSING THE SAVE PURELY TO TARGET A CHARACTER'S LOWEST STAT

Choose according to:

THE NATURE OF THE EFFECT


MISTAKE 21 — ADDING AN AUTOMATIC SECONDARY CONDITION TO PSYCHIC DAMAGE

Psychic damage itself doesn't automatically cause:

FRIGHTENED

STUNNED

or:

INCAPACITATED


MISTAKE 22 — ALWAYS DEALING NO DAMAGE ON A SUCCESSFUL MENTAL STRESS SAVE

The GM may instead decide:

HALF DAMAGE


MISTAKE 23 — ALWAYS DEALING HALF DAMAGE ON SUCCESS

That also isn't mandatory.

The SRD leaves the choice to:

THE GM


MISTAKE 24 — MAKING LOW MENTAL STRESS DEAL 9D6

The sample scale is:

DC 10 — 1D6

DC 15 — 3D6

DC 20 — 9D6


MISTAKE 25 — TREATING THOSE DAMAGE VALUES AS A UNIVERSAL FORMULA

They are:

SAMPLE EFFECTS

not a mathematical progression every custom effect must follow.


MISTAKE 26 — GIVING A SHORT-TERM EFFECT FOR 1D10 ROUNDS

The SRD says:

1D10 MINUTES


MISTAKE 27 — MAKING THE SHORT-TERM EFFECT A RANDOM CONDITION OUTSIDE THE LIST

The listed possibilities are:

FRIGHTENED

INCAPACITATED

or:

STUNNED


MISTAKE 28 — REWRITING THE CONDITIONS INSTEAD OF USING THEIR GLOSSARY RULES

Use:

THE FULL CONDITION


MISTAKE 29 — GIVING STUNNED SPEED 0

SRD 5.2.1 Stunned:

DOES NOT INCLUDE SPEED 0


MISTAKE 30 — TREATING HALLUCINATIONS AS AN AUTOMATIC EXTRA GAME PENALTY

The SRD says a Short-Term effect:

MIGHT BE ACCOMPANIED

by alarming behavior or hallucinations.

The actual mechanical effect remains the defined condition unless another mechanic is established.


MISTAKE 31 — ROLLING LONG-TERM DURATION AS 1D10 HOURS

Correct:

1D10 × 10 HOURS


MISTAKE 32 — MAKING A LONG-TERM EFFECT APPLY TO EVERY D20 TEST

It affects:

SOME OR ALL ABILITY CHECKS


MISTAKE 33 — APPLYING LONG-TERM DISADVANTAGE TO SAVING THROWS AUTOMATICALLY

Saving Throws aren't:

ABILITY CHECKS


MISTAKE 34 — APPLYING IT TO ATTACK ROLLS AUTOMATICALLY

Attack Rolls also aren't:

ABILITY CHECKS


MISTAKE 35 — THINKING CALM EMOTIONS PERMANENTLY REMOVES A PROLONGED EFFECT

The Toolbox says:

SUPPRESSED

not:

REMOVED


MISTAKE 36 — THINKING LESSER RESTORATION ONLY WORKS ON THE SHORT-TERM OPTION

It can remove:

SHORT-TERM

and:

LONG-TERM

Toolbox Mental Stress effects.


MISTAKE 37 — USING LESSER RESTORATION AS THE LISTED CURE FOR AN INDEFINITE EFFECT

The SRD specifies:

GREATER RESTORATION


MISTAKE 38 — GIVING AN INDEFINITE EFFECT A RANDOM DURATION

Its defining feature is:

LASTS UNTIL REMOVED


MISTAKE 39 — THINKING AN INDEFINITE EFFECT MUST BE A NEW CONDITION

It uses the:

LONG-TERM EFFECT STRUCTURE

but continues until removed.


MISTAKE 40 — SECRETLY FORCING CHARACTER BEHAVIOR WITHOUT A MECHANICAL RULE

If the Fear effect forces behavior:

DEFINE THE BEHAVIOR

using the Toolbox options or another specific rule.


QUICK RECAP

BEFORE USING THESE RULES

The SRD advises:

DISCUSS THEM WITH PLAYERS AT CAMPAIGN START


FEAR

For something:

SUPERNATURALLY FRIGHTFUL

use:

FRIGHTENED

as the baseline.


FRIGHTENED

While fear source is within line of sight:

DISADVANTAGE ON ABILITY CHECKS

DISADVANTAGE ON ATTACK ROLLS

Always while Frightened:

CAN'T WILLINGLY MOVE CLOSER TO FEAR SOURCE


TYPICAL FEAR SAVE

WISDOM


SAMPLE FEAR DCS

Harmless terrifying apparition:

DC 10

Manifestation of character's worst fears:

DC 15

Portal revealing nightmare of the Abyss:

DC 20


TYPICAL RECOVERY

Repeat save:

END OF EACH TURN

Success:

END EFFECT


OPTIONAL ADDED FEAR EFFECTS

The GM might add:

MUST DASH AWAY

or:

ATTACKS AGAINST CREATURE HAVE ADVANTAGE

or:

ONLY MOVE, ACTION, OR BONUS ACTION EACH TURN

These are:

NOT PART OF BASE FRIGHTENED


MENTAL STRESS

Recommended baseline:

PSYCHIC DAMAGE

Usually:

WISDOM SAVE

Sometimes:

INTELLIGENCE

or:

CHARISMA


SAMPLE MENTAL STRESS

Intensity Example DC Damage
Hallucinogenic distortion 10 1d6 Psychic
Fiendish idol attacks mind 15 3d6 Psychic
Brief exposure to Far Realm 20 9d6 Psychic

Successful save:

NO DAMAGE

or:

HALF DAMAGE

at GM discretion.


SHORT-TERM PROLONGED EFFECT

FRIGHTENED

INCAPACITATED

or:

STUNNED

Duration:

1D10 MINUTES

Suppress:

CALM EMOTIONS

Remove:

LESSER RESTORATION


LONG-TERM EFFECT

DISADVANTAGE ON SOME OR ALL ABILITY CHECKS

Duration:

1D10 × 10 HOURS

Suppress:

CALM EMOTIONS

Remove:

LESSER RESTORATION


INDEFINITE EFFECT

Same general structure as:

LONG-TERM

Duration:

UNTIL REMOVED

Suppress:

CALM EMOTIONS

Remove:

GREATER RESTORATION


PRIME HERO CHALLENGE

The heroes enter an ancient observatory.

A magical mechanism briefly opens a window into an incomprehensible realm beyond normal reality.

The GM is using the Fear and Mental Stress Toolbox.

Resolve the following.


CHALLENGE 1 — CAMPAIGN PREPARATION

Should the GM introduce these optional Fear and Mental Stress rules without ever mentioning them to the players?

THE SRD RECOMMENDS NO

The GM should discuss their use:

AT THE START OF THE CAMPAIGN


CHALLENGE 2 — FEAR INTENSITY

The vision is extremely supernatural but the GM decides it isn't quite comparable to opening a portal directly into the Abyss.

The GM chooses:

DC 15 WISDOM SAVE

Is DC 15 supported as a sample Fear benchmark?

YES


CHALLENGE 3 — FAILED SAVE

Hero A rolls:

d20: 8
Wisdom Save modifier: +4

Total:

12

DC:

15

Result:

FAILURE

Baseline condition:

FRIGHTENED


CHALLENGE 4 — ATTACKING WHILE SOURCE IS VISIBLE

The supernatural phenomenon is still within Hero A's line of sight.

Hero A makes:

A WEAPON ATTACK

Result:

DISADVANTAGE


CHALLENGE 5 — SAVING THROW WHILE FRIGHTENED

Hero A later makes:

CONSTITUTION SAVING THROW

Does Frightened itself impose Disadvantage?

NO


CHALLENGE 6 — BREAKING LINE OF SIGHT

Hero A moves behind a stone wall.

The source is no longer:

WITHIN LINE OF SIGHT

Does the check-and-attack Disadvantage from Frightened currently apply?

NO

Does Frightened automatically end?

NO

Can Hero A willingly walk closer to the source?

NO


CHALLENGE 7 — REPEAT SAVE

End of Hero A's turn:

WISDOM SAVE

Total:

17

If the GM is using the typical Fear recovery model:

FRIGHTENED ENDS


CHALLENGE 8 — STRONGER FEAR

The GM instead adds the optional rule:

MUST TAKE DASH AND MOVE FARTHER AWAY

Is that part of ordinary Frightened?

NO

It is:

AN ADDITIONAL FEAR EFFECT

permitted by the Toolbox.


CHALLENGE 9 — MENTAL STRESS

The magical vision also inflicts moderate Mental Stress.

The GM uses the middle sample:

DC 15

3D6 PSYCHIC DAMAGE

The GM decides:

HALF DAMAGE ON SUCCESS


CHALLENGE 10 — SUCCESSFUL SAVE

Hero B rolls:

18 TOTAL

Success.

Damage rolled:

13

Half:

13 ÷ 2 = 6.5

Round down:

6 PSYCHIC DAMAGE


CHALLENGE 11 — SHORT-TERM EFFECT

The GM determines the experience also creates a Short-Term Mental Stress effect.

1d10:

7

Duration:

7 MINUTES

GM selects:

INCAPACITATED

Can the character take Actions during this effect?

NO

Bonus Actions?

NO

Reactions?

NO

Does Concentration survive?

NO

Incapacitated:

BREAKS CONCENTRATION


CHALLENGE 12 — LESSER RESTORATION

An ally casts Lesser Restoration under the Toolbox's Short-Term Mental Stress rule.

Result:

EFFECT REMOVED


CHALLENGE 13 — LONG-TERM EFFECT

Another character receives a Long-Term effect.

1d10:

6

Duration:

6 × 10 =

60 HOURS

The GM chooses:

DISADVANTAGE ON INTELLIGENCE ABILITY CHECKS


CHALLENGE 14 — ARCANA CHECK

Intelligence (Arcana):

DISADVANTAGE


CHALLENGE 15 — INTELLIGENCE SAVING THROW

Does that Long-Term effect automatically impose Disadvantage?

NO

It specifies:

ABILITY CHECKS


CHALLENGE 16 — SPELL ATTACK USING INTELLIGENCE

Does it automatically have Disadvantage?

NO

A Spell Attack is:

AN ATTACK ROLL

not an Ability Check.


CHALLENGE 17 — CALM EMOTIONS

The Long-Term effect is suppressed through:

CALM EMOTIONS

Is it permanently removed?

NO

It is:

SUPPRESSED


CHALLENGE 18 — INDEFINITE EFFECT

A third character receives an Indefinite effect.

How long does it last?

UNTIL REMOVED

Which spell is specifically listed to remove it?

GREATER RESTORATION

Which spell can suppress it?

CALM EMOTIONS


LESSON 95 — KEY TAKEAWAYS

Fear and Mental Stress give the GM ways to make supernatural horror mechanically meaningful without creating an entirely new game system.

Remember:

THE SRD ADVISES DISCUSSING THESE RULES WITH PLAYERS AT THE START OF THE CAMPAIGN

ADVENTURERS ARE NOT EXPECTED TO MAKE FEAR SAVES FOR EVERY ORDINARY DANGER

SUPERNATURAL FEAR USES FRIGHTENED AS ITS BASELINE

FRIGHTENED GIVES DISADVANTAGE ON ABILITY CHECKS AND ATTACK ROLLS WHILE THE SOURCE IS WITHIN LINE OF SIGHT

A FRIGHTENED CREATURE CAN'T WILLINGLY MOVE CLOSER TO THE SOURCE OF FEAR

BASE FRIGHTENED DOES NOT AUTOMATICALLY FORCE FLEEING

FEAR EFFECTS TYPICALLY USE WISDOM SAVING THROWS

THE SAMPLE FEAR DCS ARE 10, 15, AND 20

A FRIGHTENED CREATURE TYPICALLY REPEATS THE SAVE AT THE END OF EACH TURN

THE GM CAN ADD STRONGER FEAR EFFECTS

THOSE EXTRA EFFECTS ARE NOT AUTOMATIC PARTS OF FRIGHTENED

ONE OPTION FORCES THE CREATURE TO DASH AWAY

ONE OPTION GIVES ADVANTAGE ON ATTACKS AGAINST THE FRIGHTENED CREATURE

ONE OPTION LIMITS THE CREATURE EACH TURN TO MOVE, ACTION, OR BONUS ACTION

MENTAL STRESS IS BEST MODELED WITH PSYCHIC DAMAGE

WISDOM IS THE USUAL MENTAL STRESS SAVE

INTELLIGENCE OR CHARISMA CAN SOMETIMES BE MORE APPROPRIATE

SAMPLE MENTAL STRESS VALUES ARE DC 10 WITH 1D6, DC 15 WITH 3D6, AND DC 20 WITH 9D6 PSYCHIC DAMAGE

SUCCESS CAN MEAN NO DAMAGE OR HALF DAMAGE AT THE GM'S DISCRETION

PSYCHIC DAMAGE DOES NOT AUTOMATICALLY INFLICT A CONDITION

SHORT-TERM MENTAL STRESS CAN CAUSE FRIGHTENED, INCAPACITATED, OR STUNNED FOR 1D10 MINUTES

LONG-TERM MENTAL STRESS CAN GIVE DISADVANTAGE ON SOME OR ALL ABILITY CHECKS FOR 1D10 × 10 HOURS

LONG-TERM EFFECTS DO NOT AUTOMATICALLY PENALIZE SAVES OR ATTACK ROLLS

SHORT-TERM AND LONG-TERM EFFECTS CAN BE SUPPRESSED WITH CALM EMOTIONS

SHORT-TERM AND LONG-TERM EFFECTS CAN BE REMOVED WITH LESSER RESTORATION

INDEFINITE EFFECTS USE THE LONG-TERM STRUCTURE BUT LAST UNTIL REMOVED

INDEFINITE EFFECTS CAN BE SUPPRESSED WITH CALM EMOTIONS

GREATER RESTORATION REMOVES AN INDEFINITE EFFECT

and above all:

USE PRECISE GAME MECHANICS TO DEFINE WHAT FEAR OR MENTAL STRESS ACTUALLY DOES

The GM describes:

THE HORROR

The rules determine:

THE CONSEQUENCES

And the player still knows:

WHAT THEIR CHARACTER CAN DO


NEXT LESSON

LESSON 96 — POISON

The next Gameplay Toolbox lesson examines one of the classic threats of fantasy adventures:

POISON

We will learn the four poison categories:

CONTACT

INGESTED

INHALED

and:

INJURY

Then we will cover:

PURCHASING POISON

HARVESTING POISON

POISONER'S KIT

SAMPLE POISONS

SAVING THROWS

DAMAGE

POISONED

and the complete mechanics of the poisons provided in the SRD 5.2.1.

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.