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The Eye of Nmria

Mechanics for the Horror-Inclined Dungeon Master

This document is meant to be a supplement to Dungeons and Dragons 5e, though it may be adapted for any tabletop role playing game system. Contained within these pages are tools, mechanics, and a lot of variations of those tools and mechanics, designed to help those who wish to venture into the realm of horror

INDEX Sanity

Have the players roll another stat roll, or roll it for them. This is their sanity, which denotes how well characters are able to deal with the world surrounding them.

0 sanity

The character is on the floor, crying and having a mental breakdown. In the game, this takes two rounds of combat or two minutes out of combat for which they’re prone and unresponsive.

1 - 5 sanity

The character is about to be on the floor, crying. They’re close to the iceberg of a mental snap, whatever that may look like.

6 - 10 sanity

The character can comprehend things fairly well, perceiving things that aren't there more often than not. Some characteristics may become more exaggerated than usual.

11 - 15 sanity

The character is a little paranoid, occasionally seeing things that aren't there.

16 - 20 sanity

The character is perfectly fine, able to think rationally, and able to control their emotions

Insanity

Likewise, with sanity comes insanity. These stats dip below 0 sanity / 0 insanity and are referred to as insanity. This happens when a character's mind is broken, irrecoverably so.

0 insanity

The character is on the floor, crying in relief. In the game, this takes three rounds of combat or two minutes out of combat for which they’re prone and unresponsive.

1 - 5 insanity

The character is close to a mental snap, and no longer adds their modifiers to any checks made to stave off insanity.

6 - 10 insanity

The character now perceives the world as dangerous. They take 2d6 psychic damage if they examine the items or objects that are the source of their insanity. If the source is a creature, the 2d6 psychic damage becomes 1d6 and is added whenever the character is attacked by said creature.

11 - 15 insanity

The character has developed nyctophobia and delusions. They are scared to go into dimly lit or dark places without an external source of light such as a torch. Sanity checks happen more often.

16 - 20 insanity

The character now takes an extra 1d6 psychic damage from all sources, imaginary or not. The character has gone insane and their wisdom and intelligence scores drain at a rate of .5 per long rest. For the purposes of modifiers, round down. If either score reaches 0 in this way, the character becomes unresponsive until you find a way to give them at least 1 back in each ability score.

21+ insanity

The character’s condition has reached a critical state. This only occurs if both the wisdom and intelligence ability scores reach a total of 2.

Losing Sanity

If you have sanity, you're able to lose it. When the character is unsure what could be reality, such as when in a dark place, they must make a sanity check with the DC determined by lighting conditions. Extra determining factors, such as sounds, are up to the DM. These are only suggested DCs. The suggested DC in a bright space, or outdoors, is 10. In a dimly lit space, such as the mouth of a cave or perhaps a prison, the suggested DC is 12. Darkness is as everlasting or as fleeting as it is frightening, and thus the suggested DC is 16. Failure in bright light = 0 pts off 0.1 for dim light 0.5 for moonlight 1 for darkness

How Sanity Interacts With Conditions

Blinded

A blinded creature can't see and automatically fails any ability check that requires sight.


 * Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage

Charmed


 * A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
 * The charmer has advantage on any ability check to interact socially with the creature.
 * A charmed creature has advantage on sanity checks

Deafened


 * A deafened creature can't hear and automatically fails any ability check that requires hearing.
 * A deafened creature automatically succeeds any sanity check that requires hearing

Exhaustion

Frightened


 * A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
 * The creature can't willingly move closer to the source of its fear.
 * Sanity goes down by .5 for the duration

Grappled


 * A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
 * The condition ends if the grappler is incapacitated (see the condition).
 * The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
 * Depending on the type and duration of the grapple, it can restore or reduce sanity at the DM’s discretion

Incapacitated


 * An incapacitated creature can't take actions or reactions.
 * Happens at 0 sanity and 0 insanity

Invisible


 * An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
 * Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
 * Invisible creatures provoke sanity checks unless their invisibility is known.  If their invisibility is known and they are not known to be friendly, they still require sanity checks

Paralyzed


 * A paralyzed creature is incapacitated (see the condition) and can't move or speak.
 * The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
 * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
 * A paralyzed creature gains a -5 penalty to sanity checks

Petrified


 * A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
 * The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
 * Attack rolls against the creature have advantage.
 * The creature automatically fails Strength and Dexterity saving throws.
 * The creature has resistance to all damage.
 * The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
 * A petrified creature’s sanity automatically reduces to 5, unless it is already lower

Poisoned


 * A poisoned creature has disadvantage on attack rolls and ability checks.
 * At the DM’s discretion, a poisoned creature automatically fails all sanity checks

Prone


 * A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
 * The creature has disadvantage on attack rolls.
 * An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
 * This happens when a creature reaches 0 sanity or 0 insanity

Restrained


 * A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
 * Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
 * The creature has disadvantage on Dexterity saving throws.

Stunned


 * A stunned creature is incapacitated, can't move, and can speak only falteringly.
 * The creature automatically fails Strength and Dexterity saving throws.
 * Attack rolls against the creature have advantage.

Unconscious


 * An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
 * The creature drops whatever it's holding and falls prone.
 * The creature automatically fails Strength and Dexterity saving throws.
 * Attack rolls against the creature have advantage.
 * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
 * Unless it is in a dreamscape, an unconscious creature automatically succeeds on all sanity checks

BLOODLINES

Vampyre Mechanics

Index

Passive

Sunlit Fever

Moonlit Stroll

Passive-Aggressive

Bloodless Bite

Mindreach

Aggressive

Drain

Mercy Killing

Frenzy

Passive

Sunlit Fever

''Sunlit Fever is a condition known to those with vampirism or the fear of the daylight. Originating from a dark, religion-scorned path, this trait grants +1d4 radiant damage per hour in sunlight, and disadvantage on all saving throws in sunlight. Because of this, those who possess it move carefully if not quickly, retaining 3/4ths of their original movement speed whilst in sunlight.''

Take 1d4 radiant damage/hour + disadvantage on all saving throws in direct sunlight.

3/4ths movement speed rounded down in direct sunlight.

Moonlit Stroll

Conversely, Moonlit Stroll allows those possessing it to move normally in both the shade and throughout the night, negating the effects of the sun.

Full movement speed in shade and dark environments.

Passive-Aggressive

Bloodless Bite

''Those with the curse of vampirism have the ability to know, via their newfound instincts, what is blood if in a strange land- thus preventing them from starving. '' They must see a living creature bleed in order to determine if something is drinkable, and know only if they can pass a wisdom throw with disadvantage.

If in direct sunlight, roll three times and choose the lowest number.

Mindreach

Long stories have been told of people and monsters among men who could seemingly read your thoughts with a single touch.

When a vampire touches a person, skin-to-skin or comparable contact only, they are able to share thoughts with the target in the form of visual stimuli.

If the vampire has an objective in mind upon contact, they are able to search their target’s mind for the location of that thing, be it a person or inanimate object.

It is unavoidable, but the target person or creature may reach into the vampire’s mind to gain knowledge as well if they so choose. Some may even perform this unconsciously, making it harder to glean what is targeted if anything.

If something is targeted, the target unconsciously battles the vampire’s will, resulting in a constitution saving throw against the value of half of a vampire’s dexterity saving throw.

Aggressive

Drain

''Draining blood from their prey is the way of the vampire, even if some are not fond of it. Typically, vampires latch onto their prey and sink their fangs in in rapid succession, if not at the same time. The victim is usually caught unaware, though there have been cases of resistance if they are strong enough. After a while, the vampire then begins draining the victim’s blood slowly.''

If the target of the attack fails a dexterity saving throw, the vampire latches on successfully.

If the vampire stays latched for two turns, the target takes 1d4 of damage every three turns, and the vampire gains +1HP every 6 turns.

The target has a chance to shove the vampire off every turn they take by succeeding on a strength saving throw against the vampire.

On the turn that the healing would take place upon, before the HP is added, roll a wisdom check. If lower than 2/3rds the vampire’s AC, they enter a Frenzy.

Mercy Killing

''Once, there was a vampiric code of conduct; a system set in place to ensure order should two of them need battle for any reason. For this, as they often liked to fight to the death, there was an exception made. The mercy killing rule, which every vampire is required to pass to their victims should the latter successfully turn into one after an attack, was put in place to ensure the survival of the race. The rules are simple:''

1. If your opponent is non-vampiric, you must attempt to save their livelihood by trying to turn them

2. If your opponent is vampiric, it is simply death that awaits them

3. If your opponent has died and was not another vampire before the battle began, you may feed upon them to regain some of your strength

4. Please control yourself and attempt to not let your instincts get the best of you

If there is truly no other option, and the vampire is severely against taking a life even in battle, they may attempt to turn their opponent with a 3/4ths chance at turning them.

If their opponent dies whilst trying to be turned, the vampire is subject to a Frenzy Check.

If no other option is seen, or if the enemy is already vampiric in nature, the vampire is honor-bound to kill them. Their death may be in any way, though many vampires prefer the idea of being decapitated.

There is a chance the vampire could heal from the opponent if they are non-vampiric, and healing from such a kill induces an unavoidable frenzy. To see if this happens, roll against half the vampire’s AC, and then a 1d4 for the HP recovered by such a vile act. The frenzy lasts two full rounds

Frenzy

''Since their creation, vampires have always been drawn to their darker, less-stable natures. They feel it deep in their blood, a sort of whispering or crawling under their skin that isn’t quite traceable, calling them. It is almost subconscious, and there are those who don’t even try to resist the calling, running through the mind of a vampire every time they feed. 3/4ths of the time, the urge overpowers their will and/or constitution. Alas, if a vampire does give in to the urges, they will target what they know has blood, or a substance akin to it, until their prey falls to the ground. It seems to no longer interest them after that, and they move to the other closest menu item.''

''Upon failing a Frenzy Check, the vampire will turn to the nearest standing thing with blood or a blood-like substance and attack, trying to sink their fangs into them. In general, a frenzy can be avoided by crouching or lying down.''

Quicknotes for Frenzy: lying down? You’re probably safe! Works like Witches in left 4 deadl4d2

Frenzy check = WIS saving throw for out of battle, wis check in battle. DC is higher in battle.

Barbarian

As a general note - Barbarians are unable to do nonlethal damage while in a rage, and they must drop it in order to do nonlethal damage. However, see AIM VS AC above.

3rd    +2    Primal Path

6th    +3    Path feature   

10th    +4    Path feature

11th    +4    Relentless⁠ Rage

14th    +5    Path feature    5    +3

Primal Paths

**Path of the Mountain Breaker**

'''Some barbarians view the world as a sandbox— literally. The Path of the Mountain Breaker is a path of destruction, one where you know every single rock can be smashed and used to your own ends. A mountain breaker’s rage has often been compared to digging, as that is what you shall do in the bodies of your enemies.'''

__Rock Whisperer__

'''Starting when you choose this path at 3rd Level, you can choose to dig two shields into rock or stone whilst enraged. If you do so, for the duration of your rage you can make a single ranged weapon Attack as an Action on each of your turns after this one. As an action you can also pound the ground with both of your shields, causing the ground around you to shake and permanently become difficult terrain in a 30ft radius. If a creature starts or ends their turn in the space, they take 1d4 piercing damage.'''

__Mountains of Patience__

'''Beginning at 6th level, you can’t be knocked prone for the duration of your rage. If someone attempts to knock you prone, you will fall prone if you wish or if you fail a wisdom saving throw (DC equal to 10 or half the damage taken, whichever is higher), but you leave a dent imprinted with the anger you felt, the space you are in becomes difficult terrain, and your rage ends.'''

__Cap’n!__

'''Beginning at 10th level, you can use your action to throw one of your shields as an improvised weapon attack. If the shield hits an enemy, it may bounce off of the creature in a random direction. If it would hit another creature, the shield will bounce randomly a number of times equal to your strength modifier, minimum of 1. If the shield bounces back to you, you may make a Dexterity save to catch it (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or you may let it fly by you. Any creature in the shield’s path must make a Dex save or be knocked prone. If the shield hits a wall, or loses momentum, it drops to the ground.'''

__Terraform__

'''Starting at 14th level, when you slam your shields into the ground, you may scoop up earth with them and move it. If you choose to throw it, the range is 60ft and it counts as an improvised weapon.'''

Bvlavlkhiesh - Celestial - Tieflings - LG

Bellkesh -