save for success

me: im fine

me internally: in all past bts videos jin is always holding a camera or looking on as the boys act, watching their stories unravel and capturing it on film, giving us the impression that he never focuses on his own story and what matters most to him are his friends. if the time travel theory is correct and jin is always trying to save his friends with no success that means he must have witnessed the rest of bts suffering/dying multiple times, which is slowly destroying him but he cant give up on the people he loves so he continues on again and again, except he’s starting to realize that it’s all a consequence of his self hatred and that he should try and forgive himself for his failed attempts and finally love himself but he cant bc he never did care about himself in the first place. even though he’s tired of trying to fix it, all he’s got are his memories of the good times with his friends and even if he knows his love for them cannot save them, he still puts on a different shirt and tries again,,,,

d&d disability mechanics

so im disabled, and i have a disabled d&d character. i didnt like not having an in-game mechanic to express my character’s disability in more than words, so i decided to make some and then ended up making others.

a lot of these were made while consulting someone who has the disability or from my own firsthand experience, but some aren’t. if you want to critique some of my choices, message me! i’ll be able to either edit the ruleset or explain my reasoning, and i want it to be the best it can be.

note: a lot of the save DCs are left vague in this so you and your DM can determine how difficult they are to meet.

this is under a cut because it’s really long and so i can update it. if you want to see something added, message me!

(#dungeons and dragons, #long post, #death cw, #limb trauma)

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Making Dragons Deadlier...

D&D Stands For One Thing - Dungeons & Dragons!

And what’s the second part of that name?

DRAGONS!

One of the most famous, if not the famous, creatures in all of D&D History.

And so for the Reptile-Lovers and Exceptionally Cruel Dungeon Masters who just happen to have a few dozen Dragons in their Settings and Campaigns, here’s a selection of Traits and Weaponry to armor-up those special little guys and girls and turn them into the world-destroying weapons of D&D, that we all know and love…

Note: Here is 80+ Traits, Actions, Reactions, Attacks and Much More for all your Dragon-Making Needs…

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i want to see lance as a lifeguard who takes his job seriously

i’ve seen a lot of fic and fan art where lance is lifeguard just so he can flirt with ppl or to impress ppl but i want to see a lifeguard!lance where his friends expect lance to be laidback and chill only to see lance watching everyone, esp children, like a hawk

to watch him tell parents to put their kids in life jackets, to always have a first aid kit at the ready even got something as small as a cut

i want a fic where lance saves a kid from drowning but is still haunted by it cause he should’ve prevented it the first place

i want a lifeguard!lance fic where he believes a day he doesn’t have to save anyone is a successful one

Wizard Spells: From 4e to 5e

LEVEL 1

Arc Lightning

1st Level Evocation

Casting Time: 1 bonus action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Lightning leaps from y our outstretched hand, weaving safely through your allies to slam into your foes.

You may use an action to cause lightning to arc out from you, strike a number of creatures equal to your Intelligence Modifier (Minimum of 1).

The Target must make a Dexterity Saving Throw (DC 11) or suffer 1d6 + your Intelligence Modifier in Lightning Damage. On a Successful Save, the Target takes half damage.


Chilling Cloud

1st Level Evocation

Casting Time: 1 action
Components: V, S
Duration: Instantaneous

A lingering swarm of ice crystals chills foes to the bone.

You create a 20-foot-radius circle of serrated, needle-like ice shards. Any enemy who attempts to move closer to you takes Your Intelligence Modifier in Cold Damage.

Additionally, until the end of your next turn, any enemy in a 20ft Radius takes Disadvantage to attack rolls.


Dread Presence

1st Level Necromancy

Casting Time: 1 bonus action
Range: Self
Components: V
Duration:  Concentration, up to 1 minute

Your shadow lengthens and grows, looming over your enemies and overcoming them with dread.

Each Target of Your choice that is within Line of Sight and aware of you must succeed on a DC 12 Wisdom saving throw or take 1d10 + Your Intelligence Modifier in Necrotic Damage, and the target is slowed until the end of your next turn.

Additionally, on each of your turns for the duration, you can use your bonus action to deal Necrotic Damage equal to your Wisdom Modifier to any Target already effected by the Spell.


Erupting Flare

1st Level Evocation

Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Concentration, up to 1 minute

You kindle a massive, sudden flame within your enemy. The fires burn your foe and spill out to singe any who are near it.

The Target takes 1d10 + Your Intelligence Modifier in Fire Damage, and any Creature that ends its turn adjacent to the Target before the end of the Target’s next turn takes Fire Damage equal to Your Intelligence Modifier.


Fountain of flame

1st Level Evocation

Casting Time: 1 action
Range: 50 feet 
Components: V, S
Duration: Concentration, up to 1 minute

You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat.

A burst of fire creates a 20ft. Radius zone that lasts until the end of the encounter. 

Any creature within the Radius of the burst must make a Dexterity Saving Throw (DC 13) or take 3d8 + Your Intelligence Modifier in Fire Damage.

Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.


Grasping shadows

1st Level Illusion

Casting Time: 1 action
Range: 50 feet
Components: V, S

At your command, shadows reach out, grab hold of your foes, and wreathe the area in darkness. 

A burst of darkness creates a 15ft. Radius zone of writhing shadows that lasts until the end of your next turn. 

Any creature within the Radius of the burst must make a Dexterity Saving Throw (DC 13) or take 1d8 + Your Intelligence Modifier in Psychic Damage, and be Slowed until the end of your next turn.

Each creature that enters the zone takes psychic damage equal to Your Intelligence Modifier and is Slowed until the end of its next turn. A creature can take this damage only once per turn. 


Illusory Ambush 

1st Level Illusion

Casting Time: 1 action
Range: 15 feet
Components: V, S

You create an illusion of swirling spectral assailants that swarm over your enemy.

You choose One Target within Range, the Target is then swarmed by swirling spectral shadows. 

The Target takes 1d6 Psychic Damage and the Target takes Disadvantage to Attack Rolls until the end of your next turn.


Rotting Doom

1st Level Necromancy

Casting Time: 1 action
Range: 50 feet
Components: V, S

You hold up your hand, palm out, and release pale wisps to infect your foes with horrid decay.

You choose a Single Target in Range. The Target must make a DC 13 Constitution Saving Throw. On a Failure, the Target takes 1d8 + Your Intelligence Modifier in Necrotic Damage, and the Target cannot regain hit points until the end of your next turn.

On a Success the Target takes half Damage.


Scare

1st Level Necromancy

Casting Time: 1 action
Range: 15 feet
Components: V, S

You blast an area, drawing resolve from your foes until they shrink back in abject terror.

You send out a blast with a 15ft. radius, centered on yourself, in all directions. Each Creature caught in the blast must make a DC 12 Wisdom Saving Throw or take 1d8 + Your Intelligence Modifier in Psychic Damage, or half as much on a Successful Save.

Additionally, any Creature which fails its Saving Throw cannot make opportunity attacks against you until the end of your next turn.


Staffstrike corrosion

1st Level Evocation

Casting Time: 1 action
Range: 50 feet
Components: V, S

You tap your staff on the ground, and Acid boils up to envelop your Target in a caustic haze.

You choose a Single Target in Range. The Target must make a DC 13 Dexterity Saving Throw or be enveloped by the boiling Acid at their feet.

On a Failure, the Target takes 1d6 + Your Intelligence Modifier in Acid Damage. Until the end of your next turn, Creatures more than 25ft away from the Target have Half Cover against it.


Stone Blood

1st Level Transmutation

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute

Your enemy’s blood hardens, slowing its movement and causing excruciating pain.

You send out a blast with a 20ft. radius, centered on yourself, in all directions. Each Creature caught in the blast must make a DC 12 Constitution Saving Throw or take 1d6 + Your Intelligence Modifier in Damage, or half as much on a Successful Save. 

On a Failure, the Target is slowed until the end of your next turn.


Storm Pillar

1st Level Conjuration

Casting Time: 1 action
Range: 50 feet
Components: V, S

A crackling column of lightning appears amid your enemies, lashing out at any who move near it.

You conjure a pillar of crackling energy in an unoccupied square within range. 

The pillar occupies 1 Square and lasts until the end of your next turn.

Each enemy that moves into a square adjacent to the pillar takes 1d6 + your Intelligence Modifier in Lightning Damage. 


Unraveling Dart 

1st Level Necromancy

Casting Time: 1 action
Range: 50 feet
Components: V, S

Grey, smokey darts fly from your fingertips to strike at your foes where they are weakest.

You create two grey, smoking darts made of darkness and shadow. 

Each dart hits a creature of your choice that you can see within range.

A dart deals 1d4 + Your Intelligence Modifier in Piercing Damage. 

If the target has vulnerability to any damage types, the damage is of those types. 

If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to Your Wisdom modifier. 

Bard Week: Magically Musical Equipment

I decided to come up with a bunch of bard-friendly or bard-specific magic items since bards don’t get much love in terms of treasure other than generic weapons or that short list of magic instruments that just cast spells. These are at least unique or interesting, but some are a bit “out there.” If you are a loose DM and your players like having a laugh, these items are perfect for you.


Accelerating Wardrum

Uncommon, requires attunement by a bard

This Behir skin stretched over a black wooden drum can be beaten as a bonus action once per round. Doing so moves a creature the bard chooses to be moved one step ahead in the initiative order.

Rapier of Harmony

Very Rare, requires attunement by a bard

A thin silver +1 rapier that hums when swung. The wielder can use a bonus action to make a Performance check. On a result of 16 or higher, the rapier vibrates and creates a tone that harmonizes with the wielder’s voice. The next attack deals bonus damage equal to the bard’s CHA modifier.

Resounding Scimitar

Rare, requires attunement by a bard

Whenever a creature fails an attack roll against a bard wielding this gleaming white scimitar with a wavy hilt and pattern, the bard can use their reaction to whack the creature’s weapon with the scimitar and cause a loud, grating noise to deal 1d6 thunder damage to the attacker if they fail a DC 14 CON saving throw.

Song of Activation

Special (Song)

A specific song that when played, will activate known magical items or runes in the world. [Use this song as treasure that can progress the plot, almost like finding a key to the next room of a dungeon. Think of learning a new song in The Legend of Zelda: Ocarina of Time]

Song of Prestidigitation/Thaumaturgy/Druidcraft

Special (Song)

A specific song that when played, can mimic the effects of a Prestidigitation, Thaumaturgy, or Druidcraft spell, respectively. [A song that can be learned by a bard that is relatively harmless to the integrity of your campaign’s storyline]

Biting Words

Special (Words)

Powerful words that the bard can speak with their magic to deal 1d6 cold damage at a range of 60 ft. This damage increases by one die at 5th, 11th, and 17th levels. [basically a new cantrip for bards that deals more damage than Vicious Mockery but doesn’t impose disadvantage]

Orb of Radiant Song

Common, requires attunement by a bard

Much like a Driftglobe, but only produces light while the bard is singing. [It has slightly less uses than a Driftglobe thanks to negating attempts to move silently with it lit, and its attunement restriction, so it’s meant for the very early game.]

Backup Golem

Rare, requires attunement by a bard

A tiny golem or animated object that comes to life only when the attuned bard is performing. The golem gives the bard advantage on its Performance checks as it embellishes or harmonizes with whatever the bard does for their performance.

Sassy Friend

Uncommon

A tiny totem or charm that is shaped like a mask. When the wielder attempts to make an Insight check to determine if a creature is lying, the Sassy Friend charm animates temporarily with a backhanded comment, which it says aloud (whether or not the creature was lying). This decreases the DC to determine any lie by 1. This bonus does not stack with itself or other Sassy Friends.

Sassy Friend (Greater)

Rare

 A Sassy Friend charm that can also cast Zone of Truth once per day, centered on itself.

Nolzur’s Marvellous Pigments

Very Rare

This is an item that many bards would love to use but people always forget it exists. Whatever you paint becomes real! As long as it isn’t magical.

Cloak of Dancing

Rare, requires attunement by a bard

A bard who dances while wearing this audacious red cloak can fascinate nearby creatures, affecting them in a manner similar to an Enthrall spell, once per day. The bard need not concentrate on this effect, and in fact may make a Performance check against the onlookers’ Insight checks any time during the cloak’s Enthrall effect to animate the cloak and sneak out of it as it continues to dances and enthrall its audience.

Horn of Calling

Uncommon

An iron-bound animal horn acts as a magic megaphone that amplifies the volume of noises that pass through it. The Horn of Calling can also cast Whispering Wind once per day.

Cursed Collar of Tongues

Rare

A golden lace choker that allows the wearer to speak any language, but never quite what they intend to say. Whenever the player wishes to speak, the player says what they intend to say and then the DM blurts out what they inevitably say instead. A DC 20 Insight check will determine what exactly is wrong with the victim and a DC 18 Insight check will allow the player to get their true message across to a character. The player must overcome a CHA save to avoid having their next sentence bastardized by the DM. Each successful saving throw deals 1 psychic damage to the wearer as it the collar fights back against their efforts. The collar cannot be removed except by repressing its magic long enough to remove it, or by casting a Tongues or Comprehend Languages spell upon it along with a DC 15 Arcana check.

Death Whistle

Very Rare

A small bone whistle carved with symbols and imagery of death. The whistle, when blown, casts Circle of Death centered on the whistle. The DC for the spell is equal to the blower’s spell save DC. Once used, the whistle crumbles to dust as its shrill, eerie note echoes into the distance.

Ribbon of Hyucks

Rare, requires attunement by a bard

When this purple ribbon with white polka dots is worn by a bard, whenever the bard makes a pun, all creatures within earshot that understand the wordplay must make a DC 11 CHA save or take 1 psychic damage. This ability can only occur once per round and does not discriminate friend or foe.

Crossbow of the Fartongue

Rare, requires attunement by a bard

This crossbow is fitted with a cone at the end of the barrel, and a scope that is sculpted to look like a mouth’s opening. The weapon allows the wielder to bestow their ammunition with a noise or verbal message of their choosing not exceeding 10 words. This noise plays once when the imbued bolt hits, but then its magic fades. The crossbow can be used to relay information at a distance, create a distraction, or mislead other creatures. If the wielder wishes for the noise to be an explosion, the ammunition deals 1 bonus Thunder damage on hit to all creatures within 5 feet of where the bolt hit. An explosion noise can be heard up to 600 ft. away. The crossbow is dotted with holes and can actually be played as a wooden flute when not in use as a combat weapon.

Cloak of Deflection

Rare

This garment appears to ebb and sway of its own accord even without any wind. The wearer of this iridescent blue cloak may spend their reaction to deflect a single, nonmagical missile targeting them to another creature within 60 feet of the wearer. If the new target of the attack’s AC is equal to or less than the original attack roll, the attack hits the new target and the attacker rolls for damage as normal.

Book of Dreams

Uncommon, requires attunement by a bard

The cover of this book is made with soft leather and is bound with spider silk string and rare bird feathers. The tome is blank, but when a story is told by someone attuned to it, illusionary imagery appears hovering above the book, acting out what the storyteller describes. In addition, when a story puts someone to sleep, the storyteller may allow the book to display and act out the sleeper’s dreams, which usually somehow tie in to the story that was being told. It can be useful for coaxing information out of friendly people without their knowledge.

I Don't See a Problem Here

This happened during my first session joining a new table of players at a comic shop.  The Table in question had four people who had never really played 5E before and were still rather new to D&D itself.  I joined the table with one other new player but the only people at the table that really knew the game beyond the name was myself and the DM.

Context:  The party was staying in a small village in Faerun and during their adventures had helped fight off some dangerous orcs and thugs that were causing problems, on top of a whole slew of shenanigans I was not there for.  Before my arrival the group was composed of a Dragonborn Eldritch Knight, an Elf Wizard, a human Cleric/Fighter, and a Human Rogue.  The town they were staying in fell under attack by an orc raid, particularly nasty including goblins, Hobgoblins orcs and ogres.  Their party was asked to go found one of the retreating bands of forces and find some means of what they are doing and where they are going and would be rewarded even more handsomely if they go to the hidden base and deal with it themselves.  On their way from town they meet two people: My character, a Elf Monk who had taken a vow which basically meant he kept himself blindfolded to the world, and another character, an Elf Tempest Domain Cleric.

Stopping our travels to town we agree to join the party in find their problem causers, and with a series of successfully high rolls it is the Blind Monk who tracks the band of enemies to their camping spot for the party.  At which point we spent several minutes talking about an intricate plan that immediately dissolved when our super stealthy human Rouge rolled a Nat 1 crossing a stream to sneak up on the group ensuing in a long, drawn out combat at which point my character is struck down during combat because our Tempest Cleric decided to hide behind the wizard and refused to use healing spells. Eventually we are winning but not before the majority of the party is hurt pretty badly.  The level of the people at the table was level 3, the Cleric and the monk who joined in had to start at level 1 per DM rules.

DM (to me): Alright and I need another death saving throw from you

Me (OOC) : It’s not like it can go that badly I already have two successful saving throws.

*Rolls a nat 1*

The whole table is silent for a moment.  Before the fighter/cleric and rogue finish off the last Ogre that had been with the group.  As this is going on the Dragonborn Eldritch Knight is heading in my direction, combat is ended and we can start interacting as a group rather than in a set order.

Eldritch Knight: I want to go over to the fallen monk and see if I can help stabilize him.

Me ooc: Whoa whoa hey!  How about we let the Clerics try this before you.  I mean they are supposed to be geared for this.

Tempest Cleric:  I don’t have any healing spells.

Me: …

Fighter/Cleric:  Well I mean I haven’t used my cleric abilities in a while but I can heal you.

DM (To the Eldritch Knight): I mean, are you sure you want to try instead of letting the Cleric-

Eldritch Knight: I want to stabilize the Monk!

The Eldritch Knight, who was not only a new player but one of the most frustrating Min/Maxing players I had ever met proceeds to walk over to my character and put his hands on my chest and, the player who never rolled under a 15 on rolls and modifiers rolls his die.

*Rolls a Nat 1*

Everyone: …

Dm (looks to me apologetically):  And you reach out to try and see if there is a means to stabilize the monk but since this is so far out of your field and uncertain you end up aggravating the wounds killing him outright.

Me:  You know for a monk that can’t see a lot of things, I sort of feel like he saw that coming. 

At least they brought his body back with them so he could be buried properly.

The scene in Keith’s bedroom

Okay, can I just talk about why I love the dialogue in this scene and think it’s so perfectly crafted? How it does so much for Keith and Lance’s growing bond and Keith’s budding leadership? Apologies if anyone has already made this same analysis, but I haven’t seen one!

OKAY. So we have Lance knocking on Keith’s door because he wants to talk about something he’s worried about, and Keith is kind of amused by this at at first, because, like, yeah they’re not “rivals” like they used to be, but what could Lance have to consult him about when he could go to anyone else?? Probably nothing that serious when he’d take his bigger problems to someone like Hunk, his best friend, right? But then Lance basically says, “I’m here because I want your advice as a leader, because you’re my leader, right?” and he sobers up fast. 

I love the “I guess” because it shows Keith is still accepting his role as leader and is exposing a bit of his own insecurity before Lance even says anything about his own. And Lance knows that, he gets it, he’s been helping Keith out with that since episode 1 of this season. Maybe that’s what makes it a bit easier for him to go to Keith about his own worries now, knowing Keith’s, but also having confidence in Keith’s skills as a leader, as he’s had from the start. The fact that he says “I’m here because you’re my leader” sets a tone for the conversation, and I think Keith immediately adapts to it once Lance starts expressing his worries. We see Lance’s body language fluctuate throughout this conversation - hands in front of him, arms at his sides, arms crossed, arms back at his sides - but Keith’s stays mostly constant - arms crossed. Not open, but calm, steady, serious. Still guarded.

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Drugs & Dragons: Fantasy Drugs In D&D

Drugs in the D&D game follow many of the same rules as poisons, allowing saving throws to resist their initial, as well as secondary effects.

Magical effects can negate or end a drug’s effects, but they do not restore hit points, or other effects caused by the substance.

A creature that willingly takes a drug automatically fails both saving throws.

It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa.

Save DCs are provided for situations in which a character is unwillingly drugged.

Sample Drugs

Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders.

Table 6–12 provides some specifics for each drug, and the text description for each one provides the following additional information.

Initial Effect: The effect of the drug if the initial Constitution Saving Throw is failed.

Secondary Effect: The effect of the drug if the secondary Constitution Saving Throw is failed 1 minute after ingestion.

Side Effect: The side effect (if any) that occurs immediately upon taking the drug.

Overdose: What (if anything) constitutes an overdose and its effect on the character.

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For @disney-dctv-week, Day Five, The Little Mermaid. Superwave, Coldflash.

If only I could make him understand. I just don’t see things the way he does. I just don’t see how a world that makes such wonderful things could be bad.

Summary: Kara and Barry were old balls of their world. Dreaming of different things. Wanting to know what lived above their watery depths.

Now these two best friends were about to go on the adventure of their lives, learning all about the human world above, when a small shipping vessel catches fire and they rescue two of crew from drowning.

2

Got this bracelet today at Natural Grocers & it’s so cool!!! The packaging is made with seed paper so you rip it up and put it in some soil and it grows wild flowers ☺️🌼 got a cute bracelet out of it too! Haha. I got it for only $6.99 if anyone is interested!

Ranger Week: New Spells

image source: The Last Witch Hunter

Arrow Mind

  • 3rd level divination Ranger spell
  • Casting Time: 1 Action
  • Range: self
  • Duration: 1 hour
  • Components: V, S

Whenever a creature leaves any creature’s threatened area, if it is in the range of a ranged weapon you are currently wielding, you may make an attack against that creature using your reaction.

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Fibromyalgia in D&D

Since I so often think of fibromyalgia in terms of Constitution, Dexterity, Wisdom etc. I wanted to try and formalise that into some potential rules.

Please note that these are based on realism, not on playability! I have no idea how well this would actually work if used in a game.

But here we go!

Acquiring Fibromyalgia:

Each time a player recovers from an illness or from more than 2 levels of exhaustion, they must roll a D100. On a roll of 01, they develop fibromyalgia.

For an advanced version of these rules, each player who develops fibromyalgia rolls a d100. On a roll of 01-10 they develop severe fibromyalgia, 11-65 normal, and 66-00 mild.

Symptoms:

Fibromyalgia consists of the pained condition and a number of other symptoms. To determine secondary symptoms, roll a d100 on the chart below until you have selected five different symptoms. (For mild fibromyalgia, select three secondary symptoms; for severe, select eight.)

Pained - At all times while experiencing fibromyalgia, you are in constant pain, which reduces your ability to function. Gain a permanent -2 to constitution and reduce your number of hit dice by 25%, to a minimum of one hit dice.

Secondary symptoms:

01-15 - Hyperalgesia (pain sensitivity) - You are hyper-sensitive to pain. Whenever you take damage, you must make a Constitution saving throw of DC 10. On a failure, you become Incapacitated for 1 turn. If you fail by 5 or more, you become Stunned, and must make a Constitution saving throw of DC 15 at the start of each turn. On a successful saving throw, you then become Incapacitated and recover fully at the end of that turn.

16-28 - Fatigue - You quickly become fatigued. You take one level of exhaustion at the end of each combat encounter or after each hour of non-combat activity. You may reduce your level of exhaustion by 1 during a short rest by expending a hit dice. Each long rest removes 1d6 levels of exhaustion.

29-41 - Stiffness - Your muscles are constantly stiff. Your movement is reduced by 10 feet and you have a permanent -2 to Dexterity.

42-53 - Non-restorative Sleep - You struggle to sleep restfully. Each time you take a long rest, make a Constitution saving throw with DC 10. If you fail the throw, you gain the benefits of a short rest instead.

54-65 - Fibro Fog - Your mind is muddied and you have difficulty focusing on the world around you. You have disadvantage on all Intelligence checks. When performing an action that requires Concentration, including non-magical actions as determined by the DM, you must make an Intelligence saving throw of DC 15 at the start of each turn. If you fail your throw, your Concentration is broken.

66-75 - Hypersensitivity - You are very sensitive to bright lights and loud noises. You have disadvantage on all checks against being Blinded or Deafened. When experiencing any bright light or loud noise which does not usually require a saving throw, you must make a Constitution saving throw with DC 10 or else become Blinded or Deafened as appropriate.

76-84 - Headaches - You are prone to migraines. Once per hour or at the start of each hour, roll a d20. On a natural 1, you have a migraine. At any point during the next hour at the DM’s discretion, you become Incapacitated for a duration of up to 1 minute.

85-89 - Irritable Bowel Syndrome - You develop allergies to some foodstuffs. The DM selects three common food ingredients in your setting. When eating food that contains these ingredients, you must make a Constitution saving throw of DC 10. If a failure, you become Poisoned for a duration of 3 hours. Once per month of game time, the DM may change one ingredient on the list.

90-94 - Clumsiness - You are clumsy and uncoordinated. Whenever you make an ability check to perform an action that includes physical motion, a natural 2 also counts as a critical failure.

95-97 - Poor Temperature Regulation - You are unable to properly regulate your body temperature. In cold or hot weather conditions such as high winds, snow or a heat wave, you must make a Constitution saving throw of DC 10 each hour or gain a level of exhaustion. If improperly clothed, you automatically fail the saving throw.

98-00 - Restless Leg Syndrome - You experience compulsions to fidget and tap your leg. You have disadvantage on all Dexterity checks.

Treatment

There is no natural cure for fibromyalgia. Magical cures should be equivalent to a Level 6 spell or above, with appropriate cost (min. 2500GP) and rarity. Such cures must be tailored to the individual and cannot be used on multiple sufferers simultaneously.

Fibromyalgia symptoms may be treated using a combination of spells, potions and medicine as appropriate. However, these treatments are of limited duration and each treatment can only counter-act one of the symptoms listed. Each time a treatment is used, roll a d20; on a natural 1, the treatment experiences a critical failure and you instead experience a mild negative side effect as determined by the DM.

3 Fantasy Diseases For Your Fantasy Games...

A plague ravages the kingdom, Setting the adventurers on a quest to find a cure.

An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. 

A Warlock offends some dark power and contracts a strange affliction that spreads whenever he casts Spells.

A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of Lesser Restoration. 

A more complicated outbreak can form the basis of one or more adventures as characters Search for a cure, stop the spread of the disease, and deal with the consequences.

A disease that does more than infect a few party members is primarily a plot device. 

The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. 

Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. 

A plague might affect only constructs or Undead, or sweep through a Halfling neighborhood, but leave other races untouched. 

What matters is the story you want to tell…

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Trap Idea: Maiden's Song

Place this trap after an encounter where you party gets bloodied but before finishing the dungeon. The party finds a small sanctuary, a little room where a maiden with a harp sits next to a reflecting pool. She beckons the adventurers to sit and rest, telling them that they’ll only have a short time in there, but she can sing to restore their strength and courage.

Players can choose to listen, ignore and leave, or if they doubt her make an Insight check. Failure causes them to believe her, success causes them to sense bad intentions in her offer (further investigation may reveal she is a disguised hag), and mid ground causes them to doubt her song will heal anyone but they don’t see the harm in listening anyway.

While she plays, she charms each player with the song, causing the failed saves to fall into a snooze for several minutes. Successful saves don’t fall charmed or under any other checks, and crit successes notice she is trying to charm the party. After the song, is any creature fell under her enchantment, they receive temporary Hit Points as if they completed a short rest (but without spending Hit Die or the normal resting time).

Afterwards the Maiden is gone. Each charmed creature feels filled with calm blissfulness afterwards, and full of courage. During battle, after a charmed creature first takes any damage, their Temporary Hit Points first vanish as if they were never there, and then they take the attack’s damage as is it were a crit and are no longer charmed.

Story-wise, charmed creatures are given a false sense of healing and a morale boost by the maiden’s charm, making them feel slightly invincible. This is only broken by real danger where their attacker took advantage of their lowered guard.