Stress, Darkest Dungeon (5e Variant Rule)

From D&D Wiki

Jump to: navigation, search

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.

0.00
(0 votes)

Back to Main Page5e HomebrewRules

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Darkest Dungeon franchise, and/or include content directly affiliated with and/or owned by Red Hook. D&D Wiki neither claims nor implies any rights to Darkest Dungeon copyrights, trademarks, or logos, nor any owned by Red Hook. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: