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Fear and Horror

When adventurers confront threats they have never encountered, the DM might ask them for a Fear/Horror check. The DC will depend on the circumstances.  

Fear

A fear test is a Wisdom Saving throw. A character who fails a fear test becomes frightened for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful turn.

 

Horror

Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.

In such a situation, the DM might call on the players to make a Charisma saving throw to resist the horror. On a failed save, the character must make a Sanity saving throw. See Madness.

Type
Mental

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