Effects
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 Wisdom 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 the Regeneration) with intense revulsion
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
Skills and
Techniques, but doesn’t recognize other people or remember anything that happened before the Jumbled Brain took effect.
86–90:
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
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.
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