Weapons in Divinity: Original Sin II are used to improve damage dealt to enemies.These could be Swords, Bowes, Staffs, Axes, Maces, Shovels, Rods, Sticks and almost anything you can wield. As you read the accounts of divine manifestations in Opening the Heavens, the truth of the Restoration events becomes clearer. The original, eyewitness accounts will endure for generations, making this one of the most persuasive and influential Church history books you may ever read or own.
In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.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 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. |
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
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.
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- 1Supernatural Gifts: Blessings and Charms
Supernatural Gifts: Blessings and Charms
Blessings and charms are both other forms of rewards classified as supernatural gifts in the Dungeon Master's Guide.
Blessings
See page 227 of the Dungeon Master's Guide for how blessings are awarded and what kind of benefit they grant.
Blessing | Benefit |
---|---|
Bertie's Air | You can hold your breath for 10 minutes. |
Blessing of Fleetness of Foot | Your walking speed increases by 10 feet. |
Blessing of Void Sight | You gain darkvision for 60 feet, and can see through magical darkness. If you already have darkvision, the range is increased by an additional 30 feet. |
Blessing of Wild Speech | You are always under the effect of the speak with animals spell. |
Blessing of Zeus | You have been blessed by the Greek God Zeus |
Blessing of leadership | Your Charisma score increases by 2, up to a maximum of 22. |
Blessing of the Dragon's Mark | Making dragons non-hostile in Dungeons & DRAGONS! What's not to love? |
Blessing of the Glittering Mist | If you wear medium or heavy armor (but not hide), it is considered to be mithral armor. |
Blessing of the Heir | People can't lie to such a good and honest face. |
Blessing of the Master's Will | This blessing grants you the power to innately cast control person (save DC 17) as an action, without needing any components. This version of the spell does not require concentration. Once you use this blessing, you can't use it again until 7 days have passed. |
Daruk's Protection | A protective power containing the perfect defense of the Goron Champion Daruk. It will automatically protect you from all manner of damage. |
Formless Body | Create your own forms to become. |
Grand Defial | Grants the ability to say no to anything. Anything. |
Great Fairy's Veil | You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. |
Harmonious Lycanthropy | A lycanthropic state of grace, where the afflicted and their inner, now pacified beast find a way to coexist. |
Hestu's Hauling | When determining your carrying capacity or encumberance, treat your Strength score as though it was 5 points higher. This blessing does not affect the weight you can push, drag, or lift. |
Hylia's Ward | Your AC increases by 1, and you have a +1 bonus to all saving throws. |
Mipha's Grace | A restorative power born from the spirit of the Zora Champion Mipha. When your hit points run out, you'll automatically regain some of them plus temporary hit points as a bonus. |
Monster-Speaker | When you speak, you can choose for your words to be understood by all aberrations and monstrosities that know a language, even you do not otherwise share a language with them. Similarly, you can understand any words spoken by an aberration or monstrosity, even if you cannot understand the language being spoken. |
Ravio's Quick Equip | As an a bonus action, you can draw one handheld object—such as wand or a longsword—into your hand. You can do so even of the object is stowed in a container like a backpack or a bag of holding. |
Revali's Gale | A blusterous power born from the spirit of the Rito Champion Revali. Create an upward draft that carries you into the sky. |
Ruto's Scale | You can breathe underwater. |
Spin Attack | As an action, you can make one melee weapon attack against all creatures within reach of your melee weapon. You cannot perform this action on consecutive turns. |
The Brightmaid's Blessing | You gain one of several benefits from being blessed by the Brightmaid. |
Charms
See page 228 of the Dungeon Master's Guide for how charms are awarded and what kind of benefit they grant.
Charm | Benefit |
---|---|
Charm of Counterspell | This charm allows you to cast the counterspell spell as a reaction. You can use this charm twice, then it vanishes. |
Charm of the Fell Blow | You may expend this charm when you score a critical hit with a melee attack that uses Strength. When you do so, the target of your attack takes an additional 21 (6d6) damage of the weapon's type, and you sever one of the target's limbs, with effects as determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. This effect works regardless of whether or not the attack you used deals slashing damage. |
Crazy Tracy's Secret | When you are first reduced to 0 hit points, you immediately recover 28 (8d6) hit points. |
Incomplete Supernatural Gifts
Supernatural Gifts with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.
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