The rules presented here build on the standard combat rules to model conflict on a much larger scale, while still enabling individual adventurers to lead an army’s charge against an enemy regiment, rally dispirited soldiers to rejoin the fray, or defeat powerful enemy monsters or leaders. House Rules for upcoming D&D 5E campaign Following up on my post on building a set of D&D house rules, here are the current rules that I want to use, along with their intended purpose. The overall guiding principle is that I want players to consider combat as a dangerous, unpredictable, and costly option. These are only 'medium' encounters For a party of 5 level 10 characters: 30 goblins or 10 goblin bosses, 6 hobgoblin captains is a medium encounter, or 6 veterans. If those characters are level 12: it's a little over 70 goblins or 15 goblin bosses, 8 hobgoblin captains, or 8.
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Apr 07, 2015 I think the 5E equivalent of morale is an intimidate check, with options to have free one based on the situation or actions. How much this will be detailed in the DMG, if at all, is anyone's guess. House Rules for upcoming D&D 5E campaign Following up on my post on building a set of D&D house rules, here are the current rules that I want to use, along with their intended purpose. The overall guiding principle is that I want players to consider combat as a dangerous, unpredictable, and costly option. Jan 14, 2020 Dungeons & Dragons meets Magic: The Gathering in Mythic Odysseys of Theros I'm being a little tongue-in-cheek when I say I'm 'kind of angry', but I would personally like to have seen either a classic setting (Dragonlance, etc.) get a 5e facelift, or a wholly original setting before D&D.
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- 1Morale and Stress
- 1.2Reducing Stress
Morale and Stress[edit]
These rules were created with solo play in mind (one PC with one or more henchmen) to give a structure to some game elements that would normally be handled through roleplaying in group play.
Your character has a new attribute, Stress. Its initial value is 0. When certain gain events occur, it decreases or increases.
This in turn effects the morale of your henchmen and hirelings. This can be used with the optional Loyalty rules in the DMG (p. 93): NPCs have individual loyalty scores, but morale effects the whole group.
Stressful Events[edit]
The following events increase your Stress by 1d4, to a maximum of 20.
- Conflict. You perform an action that goes against your Ideal.
- Threat. Something threatens your Bond.
- Fear. You encounter one of your phobias.
- Loss. An NPC party member is killed or captured by enemies.
- Injury. You are reduced to 0 hit points
- Hunger. You go without eating for a number of days equal to your Constitution modifier.
- Failure. An expedition to a dungeon ends with less than three resolved encounters. Generally this means a successful combat encounters, a bypassed traps, recovered caches of treasure or other encounters that further the quest.
- Curse. Gaining a curse.
- Madness. You are forced to roll on one of the Madness tables.
- Poverty. Changing to a cheaper lifestyle (PHB p. 157).
Reducing Stress[edit]
Presented below are a variety of ways to decrease Stress. The minimum Stress is 0. If your Stress was 5 or greater and you reduce it to 0, you gain Inspiration.
If your character has a personality trait or flaw that ties in with a stress reducing activity, adjust the Stress adjustment by +1 or -1. For example, if your character is prone to drinking or gambling, carousing decreases Stress by 1d4+1; while if they are shy or monastic, carousing decreases Stress by 1d4-1. A result of less than 0 increases Stress instead!
Expedition Events[edit]
Each of the following expedition events decreases Stress by 1d4, to a mininmum of 0.
- Success. Completing a quest. If you are adventuring with no fixed quest, this can be any 'successful' expedition with six or more resolved encounters; or returning from an expedition with two or more hoards of treasure.
- Rescue. Rescuing a captured NPC party member.
- Experience. You gain a level.
Downtime Activities[edit]
Pursuing a downtime activity (PHB. 187) can reduce stress.
Some activities refer to your 'value threshold'. This is a gold piece value that depends on your level: 500 gp at 1st to 4th level; 5,000 gp at 5th to 10th level; 50,000 gp at 11th to 16th level; or 500,000 gp at 17th to 20th level.
- Crafting. Your Stress is reduced by 1d4 when you finish crafting an item with a market value at least that of your value threshold.
- Practicing a Profession. Your Stress is reduced by 1 for every 10 days spend practicing a profession.
- Recuperating. As one of the recuperation options, you can choose to reduce your Stress by 1d4.
- Researching. Your Stress is reduced by 1 if you learn a new piece of information, and it took at least one day per character level to procure.
- Training. Your Stress is reduced by 1d4 when you complete your training.
- Building a Stronghold. Your Stress is reduced by 1d4 when you complete a building with a construction cost at least that of your value threshold.
- Carousing. Your Stress is reduced by 1d4 when you finish carousing over a number of days equal to your character level (even if you were arrested or robbed!).
- Crafting a Magic Item. Your Stress is reduced by 1d4 if you finish crafting a magic item with a creation cost at least that of your value threshold.
- Gaining Renown. Your Stress is reduced by 1d4 if your renown increases.
- Performing Sacred Rites. If you spent at least 10 days performing sacred rites, your Stress decreases by 1.
- Running a Business. Your Stress is reduced by 1 if your business makes a profit (a roll of 61 or higher on the Running a Business table).
- Selling a Magic Item. Your Stress is reduced by 1 if you sell a magic item with a base price worth at least that of your value threshold.
- Sowing Rumors. Your Stress is reduced by 1 if you successfully sow a rumor.
- Training to Gain Levels. No reduction other than the normal 1d4 for gaining a level.
Other Activities[edit]
Stress can also be reduced in the following ways:
- Wealth. Changing to a wealthier lifestyle decreases your Stress by 1d4. This takes a number of days equal to the gp-per-day cost of the new lifestyle.
- Shopping Therapy. Buying a luxury item such as an expensive bottle of wine, piece or art or exotic pet; or a luxury service such as a visit to a theatre or a 'special hireling'. The item or service must be a new experience and worth at least your value threshold. This reduces your Stress by 1d4.
- Resolving Conflict. This is a catch-all category for when you end a story-based conflict not directly associated with a quest. The situation must be described fully, and you must be your own judge as to the the impact of the resolution. You may have defeated a villain that has been a thorn in your side; patched things up after a messy relationship; beaten an addiction; acquired a prized item or let go of your feelings after the loss of one; made amends with your deity after going against their ideals, etc.
Risky Endeavours[edit]
Some pursuits have a variable effect on Stress.
Addiction. If your flaw is an addiction or obsession, pursuing it can provide short-term gains with long term consequences. The addiction has a level, starting at 0. It takes a number of days equal to 1 + the flaw's level to pursue the addiction, after which your Stress is reduced by 2d4 - the flaw's level, to a minimum of 0. If the Stress reduction is 0, the only way you to reduce Stress again is by pursuing the addiction again (until the Stress reduction is 1 or higher).
This can lead to a situation where nothing can reduce your Stress. This can be relieved by resolving the addiction or obsession. This will require investing time, money or other resources, or a dramatic shift in your relationships with NPCs. Finally, the flaw is replaced with a new one.
The Effects of Stress[edit]
Dnd 5e Dmg Morale Check List
Stress effects different people in different ways. When you first reach 5 Stress points, roll 1d8 on the following table to see what effects you while you are at 5 Stress or more. There is a more severe effect if you are at 10 Stress or more. If you reach 20 Stress, you have a career-ending nervous breakdown.
d8 | Stress Type | Effect (5 or more Stress) | Effect (10 or more Stress) |
---|---|---|---|
1 | Broken Will | You have disadvantage on the first Wisdom save made each expedition. | You have disadvantage on Wisdom saving throws. |
2 | Palpitations | When you recover 1 less hit point when rolling hit dice. | You have disadvantage on Constitution saving throws |
3 | Shaking | Your have a -2 penalty to initiative checks | You have disadvantage on Dexterity saving throws |
4 | Distracted | When you make a skill check, you add half your proficiency bonus (instead of your normal bonus) | When you make a skill check, you do not add your proficiency bonus. |
5 | Abusive | When you start an expedition, choose one NPC. That NPC's Loyalty is reduced by 1d4. | You must pass a DC 15 Charisma check in order to gain any new NPC party members until the end of the next expedition. |
6 | Careless | When you return from an expedition, you lose 10-percent of the coins and gems you found. | Instead, you loose 25-percent of the coins and gems you found. |
7 | Insomnia | When you finish a long rest, you regain one-third of your hit dice (instead of half). | Instead, you regain one-quarter of your hit dice. |
8 | Inattentive | Your passive Perception is 5. | You have disadvantage on Perception checks. |
Morale[edit]
When you, as expedition leader, shows signs of stress it effects the behaviour of the NPC party members. Unless an NPC has a Loyalty of 10 or more, they are less willing to take risks if you have a Stress of 5 or more.
Risks might include:
- Engaging in a hard combat encounter
- Engaging in any combat encounter if they have 50-percent or less of their hit points remaining
- Interacting with a trick or trap
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In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.Going Mad
Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other PlaneDnd 5e Dmg
and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
Madness Effects
![Dnd 5e Dmg Morale Check Dnd 5e Dmg Morale Check](/uploads/1/2/5/3/125390939/365307678.jpg)
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
Dnd 5e Dmg Morale Check Free
d100 | Effect (lasts 1d10 minutes) |
---|---|
01–20 | The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage. |
21–30 | The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. |
31–40 | The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear. |
41–50 | The character begins babbling and is incapable of normal Speech or Spellcasting. |
51–60 | The character must use his or her action each round to Attack the nearest creature. |
61–70 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. |
76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81–90 | The character is Stunned. |
91–100 | The character falls Unconscious. |
d100 | Effect (lasts 1d10 × 10 hours) |
---|---|
01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
11–20 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks. |
31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. |
41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects. |
46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. |
56–65 | The character is Blinded (25%) or Deafened (75%). |
66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. |
76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute. |
91–95 | The character loses the ability to speak. |
96–100 | The character falls Unconscious. No amount of jostling or damage can wake the character. |
d100 | Flaw (lasts until cured) |
---|---|
01–15 | “Being drunk keeps me sane.” |
16 - 25 | 'I keep whatever I find.' |
26–30 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
31–35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
36–45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
46–50 | “I find it hard to care about anything that goes on around me.” |
51–55 | “I don’t like the way people judge me all the time.” |
56–70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
71–80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
81–85 | “There’s only one person I can trust. And only I can see this Special friend.” |
86–95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
96–100 | “I’ve discovered that I really like killing people.” |
Curing Madness
A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.