Stress, Darkest Dungeon (5e Variant Rule)

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Stress[edit]

Players get stress in many ways. Some attacks, like vomit or a cultist incantation, can cause it, or finding something disturbing during the adventure like a book. The DM chooses how much stress you get: 10 is a normal amount, 20 is very stressful and 30 is extremely stressful. 30 should be the maximum but you can go over it.
If you get 100 stress, roll a d100 and reduce your stress to 0. You have a 25% chance to gain a virtue otherwise you gain an affliction. The DM chooses the affliction or virtue or determines it randomly from the tables below. If you get 100 stress again before you complete a long rest you have a heart attack and die. If you score a critical hit, you restore 5 stress; if you get hit by a critical hit, you take 5 stress.

Afflictions[edit]

d10 Affliction Effects
1 Fearful You become frightened of every creature you can see
2 Paranoid The damage you deal is reduced by 1d10 minimum 1
3 Selfish When you are the target of an attack and you are within 5 feet of an ally, the ally becomes the target and takes 10 stress.
4 Masochistic You get -1 AC and if a creature within 5 feet of you is the target of an attack you become the target instead.
5 Abusive When an ally takes damage also take 10 stress on top of any stress
6 Hopeless When an ally takes stress increase the stress by 10
7 Irrational When you are the target of a beneficial skill used on you by an ally you have a 33% chance to gain no benefit from the skill
8 Rapturous -2 AC but +2 damage dealt.
9 Refracted All stress you take is increased by 10.
10 Reroll

Virtues[edit]

d6 Virtue Effects
1 Stalwart You gain a +1 AC bonus
2 Courageous Whenever you or a party member gains stress, reduce the stress by 1d10, minimum 1.
3 Focused Once per turn when you make an attack roll on your turn you can reroll the attack roll and use the higher result.
4 Powerful When you deal damage on your turn, you can reroll one of the damage dice and use the higher result.
5 Vigorous At the start of your turn you regain 1d10 hit points.
6 Reroll

For every week of downtime you get to reduce your stress by 5. By performing a downtime activity you reduce your stress by 15 instead. A virtue/affliction lasts until you finish a long rest.

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