DnD Adventure Club

View Original

Becoming Frightened!

Fear is a magical condition that happens when an adventurer is affected by a fear spell or the frightful presence of a monster. Usually there is a WISDOM Saving Throw, and if the player fails that Saving Throw, they gain the condition “frightened”.

A frightened character has Disadvantage on all Ability Checks and Attack Rolls. The characters must use the movement portion of their turn to move away from the object or creature of which they are afraid. Since each player’s turn includes a movement phase and an action phase, the player may still make Ability Checks, cast spells, or attack. But those rolls are at Disadvantage. Even attacking the subject of their fear is permitted, as long as the character continues to move away.

If at any time the player ends their turn out of sight of the source of their fear, they may retry the Saving Throw. Anyone who succeeds on their Saving Throw is immune to the fear effect from this source for the next 24 hours.