The Phobia Table (Other)

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Heavily inspired by The Spawn of Fashan, this chart exists to help spruce up your NPCs or PCs by giving them fears. If you want to roll randomly to determine how many phobias your character has, then roll a d20 on the following table:

d20 Number of rolls on the Phobia Table
1 4 rolls.
2–3 3 rolls.
4-6 2 rolls.
7–10 1 roll.
11–20 No rolls.

Next, roll percentile dice on the Phobia Table as many times as you need or want. Reroll redundant results and use your best judgement for contradictory results. For each phobia, roll a d20 on the Phobia Severity Table (below) to determine how your character acts around the item:

d20 Phobia Severity
1 You have an extreme fear of the item. In addition to the effects of a partial fear, listed directly below, you may suffer from other problems. Consult the listing on the phobia table for details.
2-3 You have a partial fear of the item. Whenever you are within 60 feet of the item and aware it, you must make a DC 20 Wisdom saving throw or become either frightened or berserk (your choice) for 1 minute. You can repeat the saving throw at the end of each of your turns, with disadvantage if the item is within your line of sight, ending the effect on you on a success. If your saving throw is successful or the effect ends for you, that particular instance of the item doesn't trigger your phobia for 24 hours.
4-5 As above, but the DC of your Wisdom saving throw is 18.
6-8 As above, but the DC of your Wisdom saving throw is 15.
9–12 You have a superstitious fear of the item. This serves as a roleplaying guideline, but has no in-game effect.
13-20 You strongly dislike or distrust the item. This serves as a roleplaying guideline, but has no in-game effect.
The Phobia Table
Percentile Phobia
1 All animals.
2-4 Being Alone. Extreme: You have disadvantage on all attack rolls, saving throws, and ability checks whenever you cannot see or hear any non-hostile creatures.
5-6 Being Bound or Restrained. Extreme: Whenever you are grappeled or restrained, you are also paralyzed. At the start of each of your turns, you may make a Wisdom saving throw (DC = the escape DC of the grappling/restraining effect). On a succcess, you are no longer paralyzed.
7-8 Being Buried Alive.
9 Being Lied to or Betrayed.
10-11 Being Naked. Extreme: You will go through great inconvenience to remain clothed.
12 Being Robbed.
13 Bridges. Extreme: You will go through great inconvenience to avoid crossing bridges.
14-15 Blood.
16 Books. Extreme: You will go through great inconvenience to avoid reading books, and are probably illiterate.
17-18 Children. Extreme: You are hostile to children.
19 Cold. Extreme: You take double damage from all cold damage, due to shock.
20-22 Darkness.
23 Dead Things.
24-25 Death.
26-27 Dirt and germs.
28 Disease and illness.
29 Drugs.
30 Empty Rooms.
31-33 Enclosed Places.
34 Eyes.
35-36 Failure.
37-38 Fire. Extreme: You take double damage from all fire damage, due to shock.
39 Flying. Extreme: You will go through great inconvenience to avoid flying.
40 Flowers.
41-43 Foreigners. Extreme: You are hostile to all foreigners and odd people.
44-45 Ghosts. Extreme: You have disadvantage on saving throws against the abilities of ghosts.
46-47 Gods. Extreme: You will go through great inconvenience to avoid angering gods.
48 Hair.
49 Home. Extreme: You will go through great inconvenience to avoid going home.
50 Insanity. Extreme: You are hostile towards lunatics.
51-52 Insects.
53 Lakes.
54-55 Lewdness. Extreme: You are militantly asexual.
56-57 Machinery. Extreme: You have disadvantage on ability checks you make to operate or figure out a mechanical device.
58-59 Marriage. Extreme: You would rather die than be married.
60 Metal.
61-52 Open Spaces.
63-66 One type of animal (e.g. fish, birds, etc.). Extreme: You have disadvantage on saving throws against that animal's abilities.
67-68 One type of magic item (e.g. rings, rods, wands, etc.). Extreme: you cannot attune to that type of magic item.
69-72 One type of monster (e.g. lycanthropes, gelatinous cubes). Extreme: You have disadvantage on saving throws against that monster's abilities.
73-75 The Opposite Sex. Extreme: If you are a man you are hostile towards women, and vice versa.
76 The Same Sex. Extreme: If you are a man you are hostile towards men, and if you are a woman you are hostile towards women. This includes reflections of yourself.
77-79 The Sea. Extreme: You will go through great inconvenience to avoid having to go out to sea.
80-82 Mirrors. Extreme: You will avoid circumstances and areas that would cause you to look at a mirror.
83-100 Dungeon Master's Choice. The DM should choose from the above or make something up.

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