Frightened

Your higher mental functions cease to function as they are overcome with fear.   When you become Frightened, flip a coin to see whether you enter Fight mode (heads) or Flight mode (tails). While Frightened, you have Disadvantage on Saves against the source of your fear and are Vulnerable to Psychic damage.  

Flight

You feel a desperate need to escape. You cannot willingly move closer to the thing you are Frightened of, and have Disadvantage on any roll not related to escaping the source of your fear (including attack rolls against it). You can attempt a Focus, Resolve, or Insight Check to move closer to the source of your fear, but doing so causes 1 Bewilderment.  

Fight

You feel a desperate need to end it. You cannot willingly move further away from the thing you are Frightened of, and have Disadvantage on any roll not related to killing the source of your fear (including saves against its abilities). You can attempt a Focus, Resolve, or Insight Check to move further away from the source of your fear, but doing so causes 1 Bewilderment.   Snap Out of It!: your allies can try to snap you out of being Frightened by spending their Action trying to calm you. They attempt a DC 20 Persuasion Check. If it is successful, you can reattempt your save against this effect.   Calm Emotions: effects that supernaturally calm your emotions reduce this effect to Nervous.   More severe than Nervous.
Less severe than Panicked.