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.