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Shadowfell Despair Table

Despair

Just being in the Shadowfell prompts feelings of hopelessness, loss, gloom, and despair. As
often as the DM wishes (typically 2-3 times an in-game day), the DM will call on all characters to
make a WISDOM saving throw (DC 10 +2 for each existing trait of despair on a character). A
character that fails the Wisdom save then rolls on the Shadowfell Despair Table and earns a
minor trait of despair. If a character previously had a minor trait of despair, the DM rolls a d100.
26+ = the character gains another minor trait of despair. 1-25 = an existing minor trait is
intensified into a major trait. Minor traits of despair can be overcome with a DC 15 Wisdom
saving throw at the end of each Long Rest. Minor traits can also be recovered through the
Lesser Restoration spell. Major traits of despair have festered and have set in deep within a
character’s psyche. Major traits of despair can only be recovered through a Greater Restoration
spell or when a character accomplishes a milestone. This could be a campaign milestone or a
leveling milestone. (Note: these milestones are few and far between in this campaign)

Flaws

Some of the effects of Major traits of despair can create new flaws for characters to RP. Even
when the major despair is overcome, THE FLAWS REMAIN! This is the nature of the
Shadowfell slowly corrupting and twisting the character into a being of sorrow, malice, gloom, or
hopelessness. Any character who RPs these flaws well or RPs them in-combat in such a way
that may not always be optimal play, such a character can be rewarded GM Inspiration (a single
use to reroll any d20 of your choosing, never fades)

Overcoming Despair

When despair is overcome, a character feels a renewed sense of purpose and drive. A
character that overcomes a trait of despair (both minor and major) that previously weighed on
his/her shoulders gains a temporary buff that lasts until the next time the character takes a Long
Rest. A character may overcome multiple traits of despair after a single rest, but a character can
only benefit from one "Despair Overcome" per day. If a character overcomes multiple despairs
in a single day, the player can choose which "Despair Overcome" buff gives the character the
drive and determination for that day. (Note: most of these buffs are major enhancements for a
single day) If a character acquires a new despair trait while he/she has a "Despair Overcome"
buff, that character can not receive the same despair trait related to that buff. When the despair
die is rolled and the new trait matches the type of the "Despair Overcome" buff, no despair is
afflicted and no reroll occurs to try to inflict a new despair.
Shadowfell Despair Table

Minor Despair Major Despair Despair Overcome

1 - Graceful

1 - Distracted 2 - Absentminded 2 - Alert and Observant


You take a -5 penalty to all -5 penalty is now replaced You gain advantage on
Initiative rolls and Perception with Disadvantage on Perception checks
checks. Initiative and Perception You gain advantage on
checks. Must make DC 10 Initiative checks
CON check each turn to You can’t be surprised
maintain concentration on a
spell. Can’t use passive
perception.
You gain the flaw - “I am
preoccupied to the extent of
being unaware of my
immediate surroundings.”

2 - Sluggish 3 - Exhausted 3 - Spiritful


You can not make opportunity As Sluggish except you move Your speed increases by 10 ft
attacks at half speed. You gain 1 additional bonus
Your speed is reduced by 5 ft action each turn. This can be
used to Dash or Disengage.

3 - Fatalistic 4 - Death’s Touch 4 - Full of Life


You have disadvantage on As Fatalistic, AND you You gain Levelx5 temporary
death saving throws always have 1 failed death hit points. These hit points
saving throw recover fully between short
Vulnerability to Necrotic rests, and only deplete at the
damage end of the day.
Your skin begins turning grey, The next time you would drop
giving in to the Dark Powers to 0 hit points, you drop to 1
You gain the flaw - “What’s hit point instead.
the point? We’re all going to
die sooner or later. This
seems as good a time as any”

4 - Hopeless 5 - Despondent 5 - Hopeful


You take a -2 penalty to all -2 penalty is now replaced You have advantage on all
saving throws with you have disadvantage saving throws
on all saving throws
You gain the flaw - “I don’t
believe I can make a
difference to anyone or
anything”

5 - Unconcerned 6 - Incompetence 6 - Skillful


You take a -5 penalty to all You have disadvantage on all You have advantage on all
skill checks skill checks. ability/skill checks
You gain the flaw “I find it
difficult to execute tasks, no
matter the size or difficulty.”

6 - Fearful 7 - Cowardice 7 - Bravery


You have disadvantage on all As Fearful, except the WIS You have advantage on all
CHA checks. You begin each Save to shake “Frightened” Wisdom and Charisma
combat with the “Frightened” increases to 15 saves.
condition, which you can If an ally goes down in your You begin at the top of the
shake off with a DC 10 WIS presence, you must make a Initiative order with no need
Save. DC 15 WIS Save or take the to roll.
Dash action on your next turn If any ally goes down in your
to attempt to flee the battle. presence, you immediately
You gain the flaw “I am get a free turn to act.
terrified by any potential
danger, every shadow is a
hideous monster trying to get
me!”

7 - Weakness 8 - Frail 8 - Hardened


You have disadvantage on all As weakness, AND you have You have advantage on all
STR and CON checks and vulnerability to bludgeoning, STR and CON checks and
saves piercing, and slashing saves
damage You have resistance to
bludgeoning, piercing, and
slashing damage

8 - Mistrustful 11 - Paranoid 11 - Trustworthy


Disadvantage on all CHA As Mistrustful, AND you Advantage on all CHA and
checks and Saves. cannot move to within 5 ft of WIS checks and saves.
an ally at ANY time. In the When an ally within 5 ft of
most dire of circumstances you takes damage or is
(say someone dieing), a WIS targeted, you can direct that
save can negate this target towards yourself,
temporarily resisting all damage taken
You gain the flaw “I feel like and making any saves with
everyone is planning to betray advantage
me or kill me. There’s only
one person I can trust, and
only I can see this special
friend!”

9 - Trembling 12 - Scared Stiff 12 - Resolute


You have a -2 penalty to all As trembling, AND you begin Advantage on all DEX, CHA,
attack rolls each combat with the and WIS checks and saves.
You have disadvantage on all “Stunned” condition. Nothing You can not be charmed,
DEX and WIS checks and can prevent this. At the end feared, or frightened.
saves of your turn, the condition You gain advantage on all
fades. attack rolls
You gain the flaw “When fear
takes me, I retreat to the
deepest recesses of my
mind, thinking about the most
horrible outcomes possible.”

10 - Jealous 13 - Covetous 13 - Ally


As Jealous, AND you only
You can not use the help attack one target at a time. You grant +5 to Help actions,
action to aid an ally in any That target is YOURS! You in addition to granting
manner. can not switch targets until advantage
You regard every kill as the first target you hit with a One use per encounter - You
yours, and berate allies who spell or attack is DEAD! If can “taunt” a single enemy to
take your kills you hit multiple targets, you turn their attention to you for
choose which one is your a turn, no check required.
Covetous target.
You gain the flaw “Everything
is mine. The treasure, the
kills, the glory, all of it! No
one can take it from me!”

11 - Madness 14 - Delusional 14 - Insightful


Disadvantage on all INT, As Madness, AND you Advantage on all INT, WIS,
WIS, and CHA saves always try to attack the most and CHA checks
threatening target first, You can use a Bonus Action
thinking you can take it out to immediately learn any fact
without anyone’s help. about a single creature
You gain the flaw “I can’t tell (example, AC, Saving throws,
what’s real anymore.” weaknesses, vulnerabilities)

12 - Reckless 15 - Bloodthirsty 15 - Wrathful


You can not take the Dodge As Reckless, AND you You gain advantage on all
action always charge FIRST into attacks rolls
Your AC is -2 battle. You act at the top of Al hits do an extra d6 of
the initiative order, and damage of the weapon’s type
immediately use all of your once per turn
movement to run towards the
fray.
You gain the following flaw
“I’ve discovered I really like
killing people in the most
gruesome and horrifying
ways possible.”

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