Difference between revisions of "Mindbreak (3.5e Variant Rule)"

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(As a mental equivalent to bleedout, this is as much a condition as it is a variant rule.)
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Mindbreak is the condition associated with assimilating a sudden influx of eldritch inhuman knowledge and attempting to understand things that should not be, much like [[Dark Insight (3.5e Variant Rule)|dark insight]]. However, unlike [[Dark Insight (3.5e Variant Rule)|dark insight]], the knowledge is actually extremely harmful to the creature's health and sanity.
 
Mindbreak is the condition associated with assimilating a sudden influx of eldritch inhuman knowledge and attempting to understand things that should not be, much like [[Dark Insight (3.5e Variant Rule)|dark insight]]. However, unlike [[Dark Insight (3.5e Variant Rule)|dark insight]], the knowledge is actually extremely harmful to the creature's health and sanity.
  
A creature struck by an effect which causes mindbreak builds up "madness". When their madness equals or exceeds 13 + their Wisdom modifier, they experience mindbreak, which removes 20% of their maximum health all at once, become dazed for 1 round (bypassing any immunities), and resets their amount of mindbreak back to 0. A creature that suffers a mindbreak cannot take any more madness until the start of its turn after it has recovered from being [[SRD:Dazed|dazed]]. A creature slain by mindbreak does not die; instead, it stays at 0 hit points but becomes permanently insane, as per both [[Dementia (3.5e Spell)|''dementia'']] and [[SRD:Insanity|''insanity'']]. Only [[SRD:Greater Restoration|''greater restoration'']] or a stronger effect can cure a creature form this insanity. Once cured, the creature does not remember any time it spent insane, mercifully.  
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A creature struck by an effect which causes mindbreak builds up "madness". When their madness equals or exceeds 13 + their Wisdom modifier, they experience mindbreak, which removes 20% of their maximum health all at once, become [[SRD:Dazed|dazed]] for 1 round (bypassing any immunities), and resets their amount of mindbreak back to 0. A creature that suffers a mindbreak cannot take any more madness until the start of its turn after it has recovered from being [[SRD:Dazed|dazed]]. If a creature that would be killed by madness damage fall [[SRD:Unconscious|unconscious]] at 0 hit point for 8 hours.
  
Creatures with dark insight are particularly vulnerable; just having a [[Dark Insight (3.5e Variant Rule)|dark insight]] score reduces the amount of madness needed to mindbreak by 3, and for each point of [[Dark Insight (3.5e Variant Rule)|dark insight]], the amount needed to mindbreak is reduced by 1 (to a minimum of 1). For each 3 points of dark insight a creature has, it loses an additional 10% of its maximum health when it mindbreaks (to a maximum of 50% at [[Dark Insight (3.5e Variant Rule)|dark insight]] 9).
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Creatures with dark insight are particularly vulnerable; just having a [[Dark Insight (3.5e Variant Rule)|dark insight]] score reduces the amount of madness needed to mindbreak by 3, and for each point of [[Dark Insight (3.5e Variant Rule)|dark insight]], the amount needed to mindbreak is reduced by 1 (to a minimum of 1). For each 3 points of dark insight a creature has, it loses an additional 10% of its maximum health when it mindbreak (to a maximum of 50% at [[Dark Insight (3.5e Variant Rule)|dark insight]] 9).
  
Madness naturally recovers at 1 point per minute for most creatures, and effects which cure ability damage cure madness by an equal amount.
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Most creatures are naturally capable of recovering from Madness 5 minutes after a creature receives madness last it will start losing a single point of madness each minute that passes. In addition, effects which cure ability damage cure madness by an equal amount.
  
Creatures which do not possess a [[Int]] score are immune to mindbreak. Most creatures that inflict mindbreak are immune to it, as noted in the creature's entry.  
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Creatures which do not possess a [[Int]] score are immune to mindbreak. Creature of some types, such as [[SRD:Aberration Type|aberrations]], [[SRD:Animal Type|animals]], and most creatures with a primal mindset (such as a transformed, uncontrolled [[SRD:Lycanthrope|lycanthrope]]) are resistant to mindbreak and thus require 5 additional madness before mindbreak. Most creatures that inflict mindbreak are also immune to it, as noted in the creature's entry.  
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Powerful eldritch horrors are either extremely resistant to mindbreak (requiring 10 or more madness) or simply cannot accumulate madness or mindbreak, this will be noted in the creature's entry. Elder Evils usually cannot acquire madness or mindbreak; this is a rule of thumb for older material unless the DM wishes to rule otherwise. 
  
  

Latest revision as of 23:19, 4 June 2021

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Author: Leziad (talk)
Contributors: Eiji-kun
Date Created: 19th October 2015
Status: Complete
Editing: Clarity edits only please
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Mindbreak[edit]

Mindbreak is the condition associated with assimilating a sudden influx of eldritch inhuman knowledge and attempting to understand things that should not be, much like dark insight. However, unlike dark insight, the knowledge is actually extremely harmful to the creature's health and sanity.

A creature struck by an effect which causes mindbreak builds up "madness". When their madness equals or exceeds 13 + their Wisdom modifier, they experience mindbreak, which removes 20% of their maximum health all at once, become dazed for 1 round (bypassing any immunities), and resets their amount of mindbreak back to 0. A creature that suffers a mindbreak cannot take any more madness until the start of its turn after it has recovered from being dazed. If a creature that would be killed by madness damage fall unconscious at 0 hit point for 8 hours.

Creatures with dark insight are particularly vulnerable; just having a dark insight score reduces the amount of madness needed to mindbreak by 3, and for each point of dark insight, the amount needed to mindbreak is reduced by 1 (to a minimum of 1). For each 3 points of dark insight a creature has, it loses an additional 10% of its maximum health when it mindbreak (to a maximum of 50% at dark insight 9).

Most creatures are naturally capable of recovering from Madness 5 minutes after a creature receives madness last it will start losing a single point of madness each minute that passes. In addition, effects which cure ability damage cure madness by an equal amount.

Creatures which do not possess a Int score are immune to mindbreak. Creature of some types, such as aberrations, animals, and most creatures with a primal mindset (such as a transformed, uncontrolled lycanthrope) are resistant to mindbreak and thus require 5 additional madness before mindbreak. Most creatures that inflict mindbreak are also immune to it, as noted in the creature's entry.

Powerful eldritch horrors are either extremely resistant to mindbreak (requiring 10 or more madness) or simply cannot accumulate madness or mindbreak, this will be noted in the creature's entry. Elder Evils usually cannot acquire madness or mindbreak; this is a rule of thumb for older material unless the DM wishes to rule otherwise.



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Leziad's Homebrew (4432 Articles)
Leziadv
AuthorLeziad +
Identifier3.5e Variant Rule +
Rated ByWildmage +, Eiji-kun + and Luigifan18 +
RatingRating Pending +
SummaryMindbreak represents the assimilation of harmful eldritch knowledge. +
TitleMindbreak +