> - **Stunned Condition.** When a creature becomes afflicted by [[Madness]], be it [[Short-Term Madness Table|Short-Term]], [[Long-Term Madness Table|Long-Term]], or [[Indefinite Madness Table|Indefinite]], the creature has the [[Stunned]] condition until the start of its next turn, and then the [[Madness]] takes effect. # Table | D100 | D10 | INDEFINITE MADNESS | | :--- | :---: | :--- | | **1–5**<br><br>You become heavily reliant on substances to cope with the meaninglessness of this painful existence. | 1–2 | If you have a bad habit, such as substance abuse, it takes over and you become addicted. If you have no such habit, you develop one of the GM’s choice. You take a -3 penalty to D20 Tests. In addition, if you have indulged in your bad habit in the past hour, you gain a +3 bonus to saving throws against the [[Frightened]] condition or [[Madness]]. | | ^ | 3–7 | You begin to heavily medicate yourself to numb the pain of life. You develop one of the following vices most in line with your personality: promiscuity, substance abuse, alcoholism, or smoking. If you do not partake in your vice at least twice every 24 hours, you subtract 1d6 from Wisdom saving throws until you do so. | | ^ | 8–10 | Drugs, alcohol, and other vices stop having any effect on you. You immediately expel any vices consumed before you can metabolize them and are repulsed by all carnal thoughts. | | **6–10**<br><br>Life is bad and is only getting worse. | 1–2 | Whenever you fail a D20 Test, you have [[Disadvantage]] on your next D20 Test. | | ^ | 3–7 | You feel the world is rotting and become reluctant to try anything new, only relying on what you know has worked in the past. You categorically refuse to try anything new that you haven't experienced before gaining this [[Madness]], such as a new spell, feature, or tavern. | | ^ | 8–10 | In the past, you may have been a promising individual, but those days are long gone. You lose proficiency in all skills and instead suffer a penalty equal to your Proficiency Bonus to any skills in which you were proficient. If a feature or an effect allows you to gain a bonus to an ability check (such as Expertise), you don't gain that bonus. | | **11–15**<br><br>You develop a hatred of your own body. | 1–2 | When you first develop this [[Madness]], it doesn't manifest itself until you are alone for 10 seconds or more with a blade. You self-amputate a limb in anger and destroy the removed appendage of flesh. | | ^ | 3–7 | You begin to wear mountains of clothing that hide as much of your body as possible and refuse to show even an inch of skin to anyone. If you realize that your skin has become exposed, you have [[Disadvantage]] on all ability checks and attack rolls until you hide it again. | | ^ | 8–10 | Perhaps it would be better if your soul left this wretched body. When you are reduced to 0 Hit Points, you gain two failed Death Saving Throws, and you automatically fail any further Death Saving Throws. | | **16–20**<br><br>You lose the ability to manage your stress properly. | 1–2 | Whenever you are exposed to a stressful situation, you burst into a frenzy, attacking the origin of your stress recklessly until it dies or you have the [[Unconscious]] condition. The GM determines when you are in a stressful situation. | | ^ | 3–7 | You automatically fail saving throws against the [[Frightened]] condition and can't benefit from effects that would otherwise grant you [[Immunity\|Immunity]] to the [[Frightened]] condition. | | ^ | 8–10 | Whenever you are exposed to a stressful or social situation, you retreat within yourself. You have [[Disadvantage]] on all Charisma and Dexterity checks and lose any boastfulness you may have had. | | **21–25**<br><br>Your eyes begin to blister as the Eldritch Truth reveals itself to you. | 1–2 | You have the [[Blinded]] condition and can't regain sight while afflicted by this [[Madness]]. | | ^ | 3–7 | You gain the ability to see into the Ethereal Plane but lose the ability to see the Material Plane. You have the [[Blinded]] condition against creatures and objects on the Material Plane. | | ^ | 8–10 | Your eyes grow dark and you despise the light. While in Bright Light, you have [[Disadvantage]] on attack rolls, as well as on Wisdom (Perception) checks. | | **26–30**<br><br>The madness ignites your nervous system, and your mind begins to beckon the pain. | 1–2 | Your subconscious screams at you, urging you to suffer the pain. You have [[Disadvantage]] on saving throws against effects that deal damage to you, and attack rolls against you have [[Advantage]]. In exchange, you have [[Advantage]] on saving throws against non-damaging effects, as your mind sees them as beneath you. | | ^ | 3–7 | Whenever you take 20 or more damage in a turn, your body detonates psychically. You and each creature in a 30-foot Emanation originating from you must succeed on a DC 20 Intelligence saving throw or take 3d10 Psychic damage. You have [[Disadvantage]] on this saving throw. | | ^ | 8–10 | You become fascinated with the afterlife. Whenever a creature you can see has the [[Unconscious]] condition and 0 Hit Points, you feel the urge to finish them off and must spend your turn trying to kill it. | | **31–35**<br><br>Mysterious powers from beyond grasp you, and you attempt to cope in various ways. | 1–2 | You become obsessed with one object in your possession. While you can't see that item, it gnaws away at your peace of mind, and you have [[Disadvantage]] on all ability checks and attack rolls. | | ^ | 3–7 | Initially, nothing happens. [Only the GM can know the following.] The next time you have the [[Unconscious]] condition during combat, you develop a severe trauma around it. If you encounter the same creature in battle again while under the effect of this [[Madness]], you become cursed. While cursed in this way, when you finish a Long Rest, you must make a DC 12 Wisdom saving throw. On a failed save, your mind wrestles with your past failures, and you don't gain the benefits of the Long Rest. | | ^ | 8–10 | You develop a strange phobia. It could be fear of long words, the dark, or another aspect of your life. Talk with your GM to decide which one would suit you. | | **36–40**<br><br>Your heart begins to falter; such a reality cannot possibly exist. | 1–2 | You lose contact with reality. You start seeing people who don't exist and hearing sounds that aren't there. This effect also applies in battle, where you see enemies that aren't on the battlefield. Make a DC 18 Wisdom saving throw at the start of each of your turns. On a failed save, you must use your action to attack one creature or object of the GM's choice. | | ^ | 3–7 | You become a compulsive liar. You must make a DC 18 Wisdom saving throw each time you attempt to tell the truth. On a failure, you lie, even when it's against your best interest. | | ^ | 8–10 | You become obsessed with stealing small, valuable items. When you notice these items, you must make a DC 18 Wisdom saving throw. On a failure, you attempt to steal something nearby, regardless of the consequences. | | **41–45**<br><br>You begin to lose control of your nerves and mind. | 1–2 | Your senses become painfully heightened, causing discomfort and confusion. Unable to gain mental clarity amidst the cacophony of your senses, you have [[Disadvantage]] on any ability checks that rely on sight, hearing, smell, taste, or touch, and you have [[Disadvantage]] on Wisdom saving throws. | | ^ | 3–7 | You randomly teleport a short distance (10 to 60 feet) at inopportune moments. The GM determines the timing and destination of each teleportation. | | ^ | 8–10 | You broadcast your thoughts telepathically to creatures in a 60-foot Emanation originating from you. You can't keep secrets from creatures in the area, and a creature can't be surprised by you if it is in the area. | | **46–50**<br><br>Your body mutates in maladaptive ways. | 1–2 | You become extremely sensitive to a specific element of the GM's choice (Acid, Cold, Fire, Lightning, Poison, Lightning, or Thunder), feeling intense pain even from minor exposure. You gain Vulnerability to that damage type. This effect removes any Resistance or [[Immunity\|Immunity]] you might have to that damage type. | | ^ | 3–7 | You become a walking lightning rod. Any lightning or effects that deal Lightning damage within 120 feet of you also bend in your direction, striking you as well. Further, you automatically fail saving throws against effects that deal Lightning damage. | | ^ | 8–10 | You lose all the hair on your body, leading to thermoregulation problems. Constructs have [[Immunity\|Immunity]] to this effect. You have [[Disadvantage]] on saving throws against extreme cold and extreme heat. Further, you have [[Disadvantage]] on saving throws you make to avoid or end magical contagions and the [[Poisoned]] condition, and you lose any Resistance to Poison damage. | | **51–55**<br><br>Your body perceives reality in abnormal ways. | 1–2 | Your body and weapons phase in and out of reality, causing it to partially pass through objects and creatures. When you make an attack roll or cast a spell, roll 1d6. On a 1–3, you phase into the Ethereal Plane and pass harmlessly through your targets. | | ^ | 3–7 | You perceive distances inaccurately, with objects appearing closer or farther away than they actually are. You have [[Disadvantage]] on ranged attack rolls and Wisdom (Perception) checks. | | ^ | 8–10 | You experience time at an inconsistent pace, with moments seeming to stretch or compress unpredictably. You have [[Disadvantage]] on [[Initiative]] rolls, and you must roll a d6 at the start of each of your turns to determine what you can do on your turn (1–2: take one action, take one [[Bonus Action\|Bonus Action]], or use your movement; 3–4: use your movement and take either one action or one [[Bonus Action\|Bonus Action]]; 5–6: no change). | | **56–60**<br><br>Your mind begins to play tricks on you, feeding you delusions. | 1–2 | You become overly confident and take unnecessary risks. You must make a DC 18 Wisdom saving throw before attempting any cautious or well-thought-out action. On a failure, you act impulsively instead. | | ^ | 3–7 | You believe you are a deity, royalty, or another powerful figure, and you have [[Disadvantage]] on all Wisdom and Charisma checks when interacting with others. | | ^ | 8–10 | You believe you are of another culture (GM's choice). You can only speak in that culture's native language, and if that language isn't Common, you lose the ability to speak Common. If you don't already know that culture's language, you instead produce sounds that seem close to the language but are in reality complete gibberish. | | **61–65**<br><br>You develop antisocial personality traits, becoming the embodiment of chaos and madness. | 1–2 | Whenever you roll [[Initiative]], you begin to dance. At the start of each of your turns, you must make a DC 18 Constitution saving throw to stop dancing for that turn. On a failed save, you continue to dance, as per the Irresistible Dance spell. | | ^ | 3–7 | You are overcome with fits of uncontrollable laughter at inappropriate times, making it difficult to communicate or concentrate. If you are maintaining [[Concentration]], you must succeed on a DC 15 Wisdom saving throw at the start of each of your turns or your [[Concentration]] is broken. Furthermore, you have [[Disadvantage]] on Dexterity (Stealth) checks. | | ^ | 8–10 | You become ravenous. Whenever you see food, you must succeed on a DC 15 Wisdom saving throw or have the [[Charmed]] condition for 1 hour. While [[Charmed]], you are compelled to consume any food you come across, including unappetizing, rancid, or downright abhorrent sustenance. | | **66–70**<br><br>You become plagued by a transcendent hatred. | 1–2 | You develop an alternate personality that attempts to destroy everything you care for and nurture anything you despise. | | ^ | 3–7 | You develop an irrational hatred for a specific creature, object, or situation of the GM's choice. You must succeed on a DC 15 Wisdom saving throw when you encounter the hated subject or become Hostile toward it for 1 hour, until the target is removed from your sight, or until it is destroyed. | | ^ | 8–10 | You gleam at the idea of betrayal. Whenever multiple creatures are within range of an attack you are about to make, roll a d20. On a 10 or lower, you randomly target another creature instead of your original target. | | **71–75**<br><br>Your body starts acting in strange ways. | 1–2 | Your Strength score becomes your Dexterity score, and your Dexterity score becomes your Strength score. | | ^ | 3–7 | You become convinced that you're suffering from a grave illness, which may or may not be real, and you have [[Disadvantage]] on Constitution checks and Constitution saving throws. | | ^ | 8–10 | Your creature type becomes Undead. If you are a manikin, you die instead. Magical healing has no effect on you. | | **76–80**<br><br>Trauma seeps into your mind. | 1–2 | You become plagued by nightmares, leaving you perpetually exhausted. If you have fewer than 2 [[Exhaustion]] levels when you finish a Long Rest, you rouse with 2 [[Exhaustion]] levels. | | ^ | 3–7 | You gain an intense fear of a certain creature type (GM's choice). If you are within 10 feet of that creature type at the start of your turn, you must take the [[Dash]] action and use all your movement to move away from them by the shortest route, unless there is nowhere to move. In addition, creatures of that type have [[Advantage]] on Opportunity Attacks against you. | | ^ | 8–10 | The horrors you've seen tie your tongue and throat. You lose the ability to speak and make sounds, including the [[Spell Components\|Vocal components]] of spells. | | **81–85**<br><br>The Eldritch beckons. | 1–2 | The moon, and all its eldritch forms, beckon you. You have [[Disadvantage]] on any saving throw caused by lunar effects (direct or indirect), and you have [[Advantage]] on all ability checks regarding knowledge of the moon. | | ^ | 3–7 | Your Eldritch Ascension fails. Your Speed is halved, and you are unable to teleport yourself in any way. If you are teleported against your will, such as with the Banishment spell, you take 3d10 Force damage as the cosmos takes its pound from your flesh as punishment. | | ^ | 8–10 | Your Eldritch Ascension partially succeeds. Your creature type changes to Aberration, and you know Deep Speech. In addition, you gain Resistance to Psychic damage, and you have [[Advantage]] on saving throws against effects that read your thoughts. However, you have [[Disadvantage]] on saving throws against effects from Aberrations, and you lose all empathy; you have [[Disadvantage]] on Wisdom (Insight) checks and Charisma (Persuasion) checks. | | **86–100**<br><br>The beast within you awakens and takes control. | 1–2 | The beast begins to gnaw at your mind, forcing you to stay alert to ward it. Whenever you gain the [[Unconscious]] condition, roll 1d6. On a 1–3, the next time you awaken, the beast within you takes control of your body and mind. Until you next gain the [[Unconscious]] condition, you are under the GM's control as the Chaotic Evil Beast within you seeks to join other Beasts and banish you from your body. On a 4–6, you maintain or reclaim your sanity upon rousing. | | ^ | 3–7 | Your body transforms, yet a trace of your humanity remains. Your species becomes scourgeborne. Talk with your GM to determine the most appropriate lineage for your character. Nothing short of a Wish spell can undo this transformation. If you're already a scourgeborne, treat this roll as a 10 and apply the [[Madness]] below instead. | | ^ | 8–10 | You become a Beast or Monstrosity of the GM's choice with a CR up to a number equal to half your level (rounded up), and you lose your mind. You become a creature under the GM's control. |