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Homebrew Hypnosis - 1 3
Homebrew Hypnosis - 1 3
As the title suggests, this document is a collection of supplementary homebrew rules for
dungeons and dragons 5th edition. These rules can be added to any and all campaigns, and could
potentially even be the basis of an entirely new rule set.
To begin, it should be noted that some forms of mind control already exist within dnd in the form
of enchantment magic. These types of spells range from making someone think you are their
friend to seizing control of their minds and bending their actions to your will. With this in mind,
my initial rule set will mostly focus on physical hypnosis, however I may add some magic based
stuff later. Finally, I plan to have several segments within this supplement, so pick and choose
which ones to use.
Level Affect
In this supplement, being hypnotized is similar to how exhaustion works; the higher your
hypnosis level, the more drawbacks you face. Targets can be hypnotized in a variety of ways,
examples include a pendant, a magical mist, and a snake creature. When hypnotized, players or
NPCs can try to command or alter a target. This is known as a suggestion. Suggestions can
include alterations in personality, memories, or thoughts, commands, or even certain abilities.
The higher a target’s hypnosis level, the more impactful the suggestions. For example, a person
who is dazed could be commanded to drop their sword, but they probably can’t be convinced
that they are a beholder, but at higher levels, such things become obtainable. When hypnotized,
targets with wisdom or intelligence above 12 may attempt to wake themselves up to level three
trance. Finally, certain items or even player actions can wake those who have been entranced,
such events are at the DM’s discretion
State/Source Effect
Entranced: Comes from snakes, sirens, and Movement speed controlled by entrancer, can
similar things be made to move towards or away from them.
Target is fixated on source of entrancement,
affect ends the moment the source is removed
Infected: Encompasases any virus/hive mind Effects vary wildly, require some sort of cure
related mind control or removal to remove effects
Drugged: Encompasses any affect instilled by Dependant on the substance, lasts 1d4-1d6
a substance hours, can be cured with certain healing spells
Pocket watch(1-500 gold, depending on quality and material): The classic item, slightly
improves the effectiveness of hypnotic efforts, even in combat. It also tells time,
unsurprisingly.
Pendant( 1-50 gold): Identical to pocket watch, but cannot tell time.
Flashing lantern (5 gold): Can be used to put targets who have recently been hypnotized back
into a daze.
Multi gem crystal: Can be used to mesmerize some targets, requires an AC 10 wisdom saving
throw to avoid the affects
Fey Mist pellets (1 gold each): Small pellets which explode into a pink mist which covers 5 ft,
lasts for 3 turns. Targets hit with it are dazed until they leave the mist, will become spacy if
they spend an additional turn inside the mist
Magic Items
Goliath’s pocket watch(uncommon): An enchanted pocket watch which shrinks to a size which
its wielder can hold, but maintains its weight. It can be used as a flail, dealing 1d6 bludgeon
damage
Sirens flute (uncommon): A magical instrument which takes the form of a wind instrument
(flute, ocarina, etc), playing it will put anyone within 100 feet into an entranced state, they
must make an AC 12 wisdom check to ward of the effects. Alternatively, drowning out the
music with other sounds will also counteract the effects. Entrancement lasts until the music
ends
Rod of flashing (Rare): A 6 inch rod with a precious stone on the end which can be made to
flash in a 5 foot cone. This requires a use item action. This flash allows the user to put anyone
in a daze. This daze is broken by any damage or attempted attack. The flash can be reflected
back on the user via a reflective surface.
Goggles of the clear mind (Rare): A pair of brass, green tinted goggles. Wearing them
completely immunizes the wearer from both hypnosis and enchantment magic. Requires
attunement
Tasha’s Lovely Lipstick (very rare): A tube of lipstick created by Tasha the witch. It was
designed to aid in her efforts to bend others to her will. Wearing it grants +3 charisma,
advantage on persuasion, and greatly enhances hypnotic ability. The wearer’s gender has no
effect on liptick’s potency