"Fear attracts the fearful." - Darth Maul
In May of 2011 (which seems like forever ago), Wizards of the Coast released a 4th Edition supplement entitled
The Shadowfell: Gloomwrought and Beyond.
One of the coolest things to come in the box set was a deck of 30 cards
called the Despair Deck. The deck, to quote from the campaign guide,
"represents the unnatural behaviors and neuroses that can come over
those who visit the Shadowfell." I would like to that statement one
step farther and say that the deck represents behaviors and neuroses
that come over those who visit any place of horror. Flipping through
the deck, the cards are separated into three main categories: Fear,
Apathy, and Madness. Such traits create good roleplaying opportunities,
as well as further demonstrating the horrors that adventurers face on a
regular basis.
I
thought the Despair Deck was a great addition to special encounters and
events for D&D, and I've really wanted to carry over to
D&DNext. So, I created a chart in Excel and tried to do my best to
replicate the effects in terms of D&DNext rules. I know some of
these might need a little playtesting/tweaking, but I wanted to share
them with the community and maybe allow others to try out the rules in
their own Halloween themed games.
Remember,
players each draw a Despair card when the finish an extended rest in a
place the DM deems appropriate. This could be the Shadowfell, Castle
Ravenloft, or a haunted cathedral. Alternatively, the DM could have
each player draw from the Despair Deck when they encounter something
horrifying, such as witnessing a dear friend having been transformed
into a vampire.
In
order to remove the Despair effect, the player must make a saving
throw, applying no Ability Score modifiers. These saving throws are
made after two combat encounters, unless the DM permits it otherwise
(due to good roleplaying, etc). If they have proficiency in the skill
listed, they may add their proficiency bonus to the roll. I would say
that the saving throw DC should be 10. While this is classified as an
Easy DC, the players are not applying their Ability Score modifiers, so
without adding proficiency bonuses, they are already at a 55% chance of
overcoming the Despair effect.
Overcoming the Despair effect grants the players a Boon, which gives them some sort of benefit until their next extended rest.
Also,
be aware of the 3 categories the Despair Deck falls into: Fear, Apathy
and Madness. DM's can always remove cards from the deck in order to
allow players to acquire certain traits. For example, while exploring
ancient crypts, Fear cards might belong better due to the environment.
You never know when something will jump out at you!
Below I've included the list of the different cards in the deck and their new D&DNext equivalents.
Name |
Trait |
Penalty |
Boon |
Key Skill |
Twist of Fate |
- |
- |
- |
- |
Rampant
Despair |
- |
- |
- |
- |
Indomitable
Spirit |
- |
- |
- |
- |
Wrathful |
Madness |
Enemies
have advantage on melee attack rolls made against you until you overcome this
despair effect. |
After
you overcome this despair effect, enemies cannot gain advantage on attack
rolls against you until the next extended rest. |
Charisma
(Intimidation) |
Squeamish |
Madness |
Until
you overcome this despair effect, you have disadvantage on attack rolls made
against creatures with less than half their hit points remaining. |
After
you overcome this despair effect, gain advantage on attacks made against
bloodied (reduced to half hit points) creatures until the next extended rest. |
Intelligence
(Arcana) |
Reckless |
Madness |
You
cannot use the Dodge or Help action, and you cannot use any class feature
that heals yourself until you overcome this despair effect. |
After
you overcome this despair effect, once per encounter, you may spend Hit Dice
as a free action. This benefit lasts
until the end of your next extended rest. |
Dexterity
(Stealth) |
Quarrelsome |
Madness |
Allies
grant advantage to enemies' attack rolls while adjacent to you |
Allies
gain +1 AC while adjacent to you. This benefit lasts until the end of your
next extended rest. |
Charisma
(Deception) |
Jealous |
Madness |
Until
you overcome this despair effect, you cannot use the Help action or target
any allies with spells or abilities. |
After
you overcome this despair effect, you have Advantage on all rolls made for
spells and abilities that target your allies.
This benefit lasts until the end of your next extended rest. |
Charisma
(Persuasion) |
Haunted |
Madness |
You
have disadvantage on savings throws made against being charmed and
frightened. This card is not discarded
as normal at the end of an extended rest. |
After
you overcome this despair effect, you are immune to charm and fear effects
until the end of your next extended rest. |
Intelligence
(Arcana) |
Forgetful |
Madness |
You
have disadvantage on skil checks until you overcome this despair effect. |
After
you overcome this despair effect, you have advantage on skill checks until
the end of your next extended rest. |
Intelligence
(History) |
Delusional |
Madness |
You
take a -1 penalty to AC until you overcome this despair effect. This card is not discarded as normal at the
end of an extended rest. |
After
you overcome this despair effect, you gain a +1 bonus to AC until the end of
your next extended rest. |
Intelligence
(Nature) |
Covetous |
Madness |
Until
you overcome this despair effect, you cannot gain advantage on melee attack
rolls. |
After
you overcome this despair effect, you have advantage on attack rolls against
any enemy while they are adjacent to you and an ally. This benefit lasts until the end of your
next extended rest. |
Dexterity
(Sleight of Hand) |
Trembling |
Fear |
You
take a -1 penalty to attack rolls until you overcome this despair effect. |
After
you overcome this despair effect, you gain a +1 bonus to attack rolls until
the end of your next extended rest. |
Dexterity
(Acrobatics) |
Scared Stiff |
Fear |
You
cannot Disengage while adjacent to a Large or larger enemy until you overcome
this effect. |
After
you overcome this despair effect, you cannot be Paralyzed until the end of
your next extended rest. |
Strength
(Athletics) |
Phobic |
Fear |
You
take a -1 Penalty to AC and saving throws until you overcome this despair
effect. |
After
you overcome this despair effect, you gain a +1 bonus to AC and saving throws
until the end of your next extended rest. |
Charisma
(Intimidation) |
Paranoid |
Fear |
You
have vulernable psychic until you overcome this despair effect. |
After
you overcome this despair effect, you have resistant psychic until the end of
your next extended rest. |
Wisdom
(Perception) |
Mistrustful |
Fear |
You
cannot move through allies' spaces until you overcome this despair
effect. This card is not discarded as
normal at the end of an extended rest. |
After
you overcome this despair effect, you gain a +1 bonus to attack rolls and AC
while you are adjacent to an ally.
This benefit lasts until the end of your next extended rest. |
Wisdom
(Insight) |
Jittery |
|
You
are restrained during your first turn in combat until you overcome this
despair effect. |
After
you overcome this despair effect, you cannot be surprised, restrained or
stunned until the end of your next extended rest. |
Charisma
(Performance) |
Insomnia |
Fear |
Whenever
you roll hit dice to recover hit points, you recover half the amount
rolled. This card is not discarded as
normal at the end of an extended rest. |
After
you over this despair effect, whenever you roll hit dice to recover hit
points, you may roll each die twice and choose which one to use. |
Intelligence
(Nature) |
Frail |
Fear |
You
gain vulnerable to all damage until you overcome this despair effect. |
After
you overcome this despair effect, you gain resistance to all damage until the
end of your next extended rest. |
Strength
(Athletics) |
Craven |
Fear |
You
fall prone whenever an enemy grapples or charges you until you overcome this
despair effect. You fall prone only
after the forced movement or charge attack is complete. |
After
you overcome this despair effect, you can choose to ignore any forced
movement you are subject to. This
benefit lasts until the end of your next extended rest. |
Dexterity
(Acrobatics) |
Unconcerned |
Apathy |
You
have disadvantage on Dexterity saving throws until you overcome this despair
effect. |
After
you overcome this despair effect, you gain advantage on Dexterity saving
throws until the end of your next extended rest. |
Dexterity
(Sleight of Hand) |
Sluggish |
Apathy |
You
take a -5 foot penalty to speed until you overcome this despair effect. This card is not discarded as normal at the
end of an extended rest. |
After
you overcome this despair effect, you gain a +5 foot bonus to speed until the
end of your next extended rest. |
Strength
(Athletics) |
Lethargic |
Apathy |
You
have disadvantage on Constitution saving throws until you overcome this
despair effect. |
After
you overcome this despair effect, you gain advantage on Constitution saving
throws until the end of your next extended rest. |
Strength
(Athletics) |
Indifferent |
Apathy |
You
may only make one attack with your action until you overcome this despair
effect. |
After
you overcome this despair effect, you gain an extra action each
encounter. This benefit lasts until
the end of your next extended rest. |
Charisma
(Deception) |
Hopeless |
Apathy |
You
have disadvantage on saving throws until you overcome this despair effect. |
After
you overcome this despair effect, you gain advantage on saving throws until
the end of your next extended rest. |
Wisdom
(Insight) |
Fatalistic |
Apathy |
Until
you overcome this despair effect, you have disadvantage on death rolls and
die after two failed death rolls. |
After
you overcome this despair effect, you have advantage on death rolls until the
end of your next extended rest. |
Intelligence
(Religion) |
Drowsy |
Apathy |
You
cannot make opportunity attacks until you overcome this despair effect. This card is not discarded as normal at the
end of an extended rest. |
After
you overcome this despair effect, you can make an opportunity attack against
any enemy that moves within your reach, whether or not they use the Disengage
action. This benefit lasts until the
end of your next extended rest. |
Wisdom
(Perception) |
Distracted |
Apathy |
You
have disadvantage when rolling initiative. |
After
you overcome this despair effect, you have advantage when rolling intiative
until the end of your next extended rest. |
Wisdom
(Perception) |
Clumsy |
Apathy |
Until
you overcome this despair effect, whenever you roll a natural 1 on an attack
roll, a skill check, or a saving throw, you fall prone. |
After
you overcome this despair effect, you can reroll a natural 1 on an attack
roll once per encounter. This benefit
lasts until the end of your next extended rest. |
Dexterity
(Acrobatics) |
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Be sure to let me know what you think in the comments and follow me on Twitter @artificeralf
Also, if Wizards is ever interested in a Feywild supplement, I would love to contribute! |
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I was just looking for something like this, excellent job man!
ReplyDeleteThis is excellent! Thanks a bunch-
ReplyDelete