> - **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.
>
> - **Long-Term Madness Duration.** A creature afflicted with [[Long-Term Madness Table|Long-Term]] is subjected to an effect from the [[Long-Term Madness Table]] for 1d4 × Eldritch Moons (or 1d4 x 10 days if you aren’t using Eldritch Moons in your world).
# Table
| D100 | D10 | LONG-TERM MADNESS |
| :--- | :---: | :--- |
| **1–10**<br><br>The eldritch corruption profoundly weakens your body. | 1–2 | Your frail body is easily pushed around; each time you take damage you are pushed back 10 feet. |
| ^ | 3–7 | You are easily fatigued, and physical effort puts a heavy toll on your body. You require 4 more hours than usual to finish a [[Long Rest]]. |
| ^ | 8–10 | Your legs can barely hold you up; each time you take damage, you gain the [[Prone]] condition. |
| **11–20**<br><br>Otherworldly magic stirs within you. | 1–2 | Your contact with the beyond awakens powers within you. You learn one random Cantrip from the Warlock spell list. Charisma is your spellcasting ability for this spell. |
| ^ | 3–7 | You become repulsed by this world's magic. Each time you cast or are affected by a spell, you retch and reel and can't take [[Reaction\|Reactions]] until the start of your next turn. |
| ^ | 8–10 | You cannot handle the newfound magic within you, which sporadically seeps from you when injured. Whenever you take 15 damage or more from a single attack, you explode in a discharge of arcane energy. You and each creature within 10 feet of yourself must make a DC 18 Constitution saving throw. A creature takes 2d10 Force damage on a failed save. This explosion can't be triggered again for 1d6 rounds. |
| **21–30**<br><br>Your sense of worth shatters. | 1–2 | Intense paranoia forces you to be on the alert for anything and anyone, protecting what little is left of you. You gain a 1d4 bonus to any Wisdom (Insight) or Wisdom (Perception) check that you make. |
| ^ | 3–7 | You are sulking and sullen; these negative thoughts in your head cause you to demean yourself during any conversation you have. |
| ^ | 8–10 | Your worthlessness seeps into every aspect of your life, gnawing at whatever remnant of competence you have left. You subtract 1d4 from any ability check you make. |
| **31–40**<br><br>You lose perception of your power. | 1–2 | Not realizing your limits, you push yourself beyond what you are capable of. Whenever you deal damage, add extra damage equal to one roll of the lowest damage die used. |
| ^ | 3–7 | You don't realize your strength; whenever you have to use your body, you either apply too much force or not enough. Your handshakes can be like a vice grip or dead fish, your hugs suffer the same fate, and any other physical activity you try to perform is a gamble. |
| ^ | 8–10 | Afraid of shattering your body, you involuntarily restrain your power. Whenever you deal damage, subtract an amount equal to one roll of the lowest damage die used (minimum of 0 damage dealt). |
| **41–50**<br><br>The Eldritch Truth reveals itself to you. | 1–2 | Able to understand this Truth, you gain proficiency in a random Intelligence skill (chosen by the GM) and gain Expertise in that skill. |
| ^ | 3–7 | You become fascinated by what lies beyond. Whenever you notice or hear of something of eldritch nature, you drop whatever you are doing to enquire more about it and attempt to get closer to it, physically or otherwise. |
| ^ | 8–10 | The revelations from beyond beckon to you, urging you to learn more, to be more. You have [[Disadvantage]] on saving throws against [[Madness]]. |
| **51–60**<br><br>The madness ignites your nervous system, melting it away. | 1–2 | Any pain you would feel completely vanishes. You have [[Immunity]] to the [[Stunned]] condition, and you can only gain the [[Unconscious]] condition as a result of dropping to 0 Hit Points or willingly sleeping. |
| ^ | 3–7 | Your damaged nerves transmit a constant feeling of itchiness. This feeling vanishes when your skin is in direct contact with metal. |
| ^ | 8–10 | You are in constant pain from the nerve damage, which prevents you from focusing or bringing your utmost in battle. You can't add your Dexterity modifier to your AC] and you have [[Disadvantage]] on Dexterity checks and Dexterity saving throws. |
| **61–70**<br><br>Powers from beyond grasp you and merge with your body. | 1–2 | You manage to bring these otherworldly powers under your control. You have [[Advantage]] on Constitution saving throws to maintain [[Concentration]]. In addition, if you fail a saving throw, you can choose to succeed instead. If you do so, you then need to roll on the Long-Term Madness table again, gaining a new effect instead of this one. |
| ^ | 3–7 | Attempting to understand what has merged with you, you start experiencing derealization. You are completely alienated from your surroundings at all times and get surprised by any physical contact. |
| ^ | 8–10 | These new powers are too much for you to handle, draining your mind. You have [[Disadvantage]] on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain [[Concentration]]. |
| **71–80**<br><br>Your heart begins to falter; such a reality cannot possibly exist. | 1–2 | Your elevated heart rate increases your awareness. You gain a +3 bonus to Wisdom (Perception) checks and [[Initiative]] rolls. |
| ^ | 3–7 | The unexpected is too much for you to handle. Whenever you roll [[Initiative]], if you have [[Disadvantage]] on the roll, you scream at the top of your lungs and gain the [[Unconscious]] condition until the start of your next turn. |
| ^ | 8–10 | Your heart weakens. You gain 1 [[Exhaustion]] level, which can't be removed until the [[Madness]] ends. Whenever you gain the [[Frightened]] condition, you gain 1 [[Exhaustion]] level. Apart from the first one, [[Exhaustion]] levels gained from this [[Madness]] can be removed as normal. |
| **81–90**<br><br>Your futile attempts at staving off the madness have left your body scarred. | 1–2 | The scar tissue only thickens your skin. You gain a +1 bonus to AC. |
| ^ | 3–7 | The scars that cover your body are beyond repulsive, causing most people—and especially children—to experience fear at their sight. You have a +2 bonus to Charisma (Intimidation) checks and a -2 penalty to Charisma (Persuasion) checks. |
| ^ | 8–10 | You suffer severe scarring over an extensive portion of your anatomy. Anytime you take Bludgeoning, Piercing, or Slashing damage, you suffer an extra 1d6 damage of that type. |
| **91–95**<br><br>The madness causes your body to rot, unable to withstand the eldritch influence. | 1–2 | Your mind embraces the idea that your body will rot away—and welcomes it; after all, everyone withers away eventually. You have [[Immunity]] to the [[Poisoned]] condition. |
| ^ | 3–7 | The rot within your body is nauseating. You experience a constant feeling of disgust, and any time you smell something foul, you have the [[Incapacitated]] condition until the end of your next turn. |
| ^ | 8–10 | Vicious wounds of eldritch nature ravage your flesh. Your Hit Point maximum is reduced by 1 every 24 hours. This reduction to your Hit Point maximum doesn't end when you finish a [[Long Rest]]. You or another creature can tend to your wounds during a [[Long Rest]] and make a DC 16 Wisdom (Medicine) check. Once this check is successful for the fifth time since you last had no reduction to your Hit Point maximum, the wounds heal, and your Hit Point maximum returns to normal. |
| **96–100**<br><br>The beast within you awakens and takes control. | 1–2 | Most of your humanity remains, yet enough of the beast is unleashed. You gain [[Advantage]] on Dexterity saving throws. In addition, each of your hands transforms into a claw, which you can use as a Melee weapon if it isn't holding anything. It deals 1d6 Slashing damage on a hit. Once on each of your turns when you attack with a claw using the [[Attack]] action, you can make one additional attack with a claw as part of the same action. |
| ^ | 3–7 | Your body transforms, yet a trace of your humanity remains. Your species becomes scourgeborne (talk with your GM to determine the most fitting lineage). Constructs are [[Immunity\|Immune]] to this effect. If you're already a scourgeborne, treat this roll as a 10 and apply the [[Madness]] below instead. |
| ^ | 8–10 | Your body transforms into a Beast or Monstrosity of the GM's choice with CR equal to or lower than half your level (rounded up). Apart from this, your transformation follows the rules of the [[Polymorph]] spell, though if you lose the Temporary Hit Points, you fall to 0 Hit Points. |