From D&D Wiki
When planted, this shield is a barrier that is five feet wide and six feet tall and can be pulled out of the ground after a successful DC 18 Strength check. A creature wielding this shield has disadvantages on all Dexterity saving throws and all attack rolls. Back to Main Page → 5e Homebrew → Equipment → Armor. Line of sight is not based upon actual sight in 5e, nor does it require a target to be facing you. So long as a mostly-unobstructed line can be drawn between the two of you, frightened can apply. Enemies who cannot literally see you, are not facing you, or have abilities like Blindsight will still be afraid of you.
Yes, a scroll of protection can potentially safeguard against a creature of a certain type, as well as the actions they take to affect the area within the cylinder. If the PC, buffed with the scroll, entered the wall of fire's damage range cast by the efreeti, he or she would be immune to its effect until the caster uses an action to beat a Charisma check. A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. Sep 28, 2017 The DMG standard Sword of Kas is a +3 longsword that deals extra damage to undead creatures, crits on a natural 19 or 20, and grants a bonus to the wielder’s combat initiative. The Spirit of Kas allows the user to sacrifice some or all of the sword’s attack bonus to transfer to the user’s armor class for the round. Looking for a good guideline of siege rules for a D&D 5e game. There will be ballista, catapults and battering rams attacking a heavy stone fort among other things. Looking for a base set of rules around damage against the stone walls and towers, the gates, etc. Haven't had much luck doing a general search, hoping this is handy somewhere -. I recently ran an official adventure module and ome of the players found 'The Wall Of Teeth +2 shield' it is a cursed item that appears to make the bearer act in a malevolent or selfish way. The module says 'see full description in the dungeon master's guide' but the item isn't in there. Unless i'm looking in the wrong spot?
Wall Shield[edit]
Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|
300 gp | +3 | Str 17 | Disadvantage | 150 lb. |
An incredibly large shield with spikes on the bottom that allow it to be planted into the ground. When planted, this shield is a barrier that is five feet wide and six feet tall and can be pulled out of the ground after a successful DC 18 Strength check. A creature wielding this shield has disadvantages on all Dexterity saving throws and all attack rolls.
Back to Main Page → 5e Homebrew → Equipment → Armor
Going Mad
Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane 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
Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.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
Dmg 5e Pdf
gains a new character flaw from the Indefinite Madness table that lasts until cured.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. |
The Wall Of Teeth 5e Dmg System
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
The Wall Of Teeth 5e Dmg Download
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.
댓글