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Blood Moon of Rebirth

The Blood Moon takes three days to fully rise, and


during this time, no other Eldritch Moon can
occupy the sky. As the time passes, the moon
gradually transitions to a deeper shade of crimson
until it reaches its apogee. At this peak, the rebirth
process commences.

Over a 1 hour period, all creatures that died in the


last 30 days have a 50% chance of being resurrected,
as per the true resurrection spell, by the Blood Moon
of Rebirth, unless their soul was destroyed or
imprisoned, in which case they aren’t brought back
to life. If they are resurrected in this way, roll a d6. On
a 3 or higher, they retain their alignment and
personality upon revival. The number required to
maintain their sanity increases by 1 for each time
they have previously died (so you need to roll a 5 or
higher if you already died twice). If they do not retain
their sanity, they either become husks obeying the
whim of a Great One or mindless beasts.

Creatures that retain their alignment and personality


bear a special Eldritch Carving on their body upon
resurrection–the Sacrificial Brand (page XX).
Yellow Crown
Creatures
● Whenever a creature deals radiant damage, their attack
explodes in a burst of radiance, overcharged by the carving on the
moon. If the attack, ability, or spell that deals radiant damage has
a radius, the radius is increased by 5 feet. If it targets a point or a
single creature, it targets a 10-foot radius instead. If an ability has
an effect other than the radiant damage, only the radiant damage
has its radius increased. This radiant damage can also damage the
creature that made the attack, used the ability, or cast the spell.

● Artwork, literature, and music completed under the influence


of the Yellow Crown take on an unsettling quality, with the power
to corrupt or harm those who experience them, though they
become that much more sumptuous. Creatures that listen to this
music or look upon this art for longer than 1 minute gain
disadvantage on their next saving throw against madness.

● The light chases away darkness, yet beckons the embrace of


death: humanoids have advantage on saving throws against the
frightened condition and disadvantage on death saving throws.
Only the strong shall survive.

Travel
The moon sheds bright light that illuminates the entire city in
bright light. This light is considered both daylight and moonlight.
In addition, particles float through the air, seemingly emerging
from the ground only to merge with the skies above.

Darkness is reduced to dim light, and dim light is considered


bright light, even if the origin of such darkness or dim light is
magical.

This permanent light makes traveling hidden inconvenient at


best and impossible at worst. Stealth checks made while
traveling suffer a -10 penalty.
Slumbering Moon
Creatures
A creature that can see the moon can use its action to make a DC
19 Intelligence check as it gazes deeply into the distorted
reflection of the world the moon provides. On a success, the
creature channels eldritch energy and teleports as if it had cast
the dimension door spell. On a failure, the creature gains a short-
term madness, is randomly teleported to an empty space within
500 feet of its original location, and has resistance to falling
damage until the end of its turn. Aberrations automatically
succeed on this check.

Travel
Any character that has seen this moon, directly or not (even
witnessing a painting of this moon is sufficient), falls under its
influence. While influenced in this way, if a character leaves
Luyarnha, the next time they take a long rest, they wake up in a
familiar location within the city. If they are unfamiliar with
Luyarnha, they wake up in a random street of the city. If a character
hasn’t taken a long rest within 24 hours of leaving the city, they fall
unconscious, even if they are immune to the condition.

Regardless of what happens, they’ll wake up with no memories of


ever leaving the city, or wanting to leave the city, or making any
plans to leave it. The memories of others that are aware the
characters left or wanted to leave will also be altered to fill the
gaps with another plausible event. For example, instead of
planning to take a boat to sail away, the characters recall they
wanted to use it to go fishing, but got cold feet and decided to go
drinking, meet with a lover, or simply get a good night of sleep.

Anytime this curse activates after the first, a character must


succeed on a Wisdom saving throw against the Madness DC or
gain a long-term madness upon waking up. On a success, they
instead gain a short-term madness. This lunar affliction can only
be dispelled by a wish spell or if the moon is banished.
Scorching Moon
Monsters
● Monsters gain resistance to fire damage; if they already have
this resistance, they become immune to fire damage instead.

● Their melee weapon attacks deal additional fire damage


equal to their CR (minimum of 1).

● Beasts gain the following trait: Fire Charge. If the monster


moves at least 20 feet straight toward a creature and then hits it
with a melee attack on the same turn, that target must succeed
on a Strength saving throw (DC = Trait DC + monster's Strength
modifier) or be knocked prone and take fire damage equal to the
Trait Damage (see table below).

Monster CR Trait DC Trait Damage

≤2 10 1d4
3-4 10 1d6
6-7 11 2d6
7-8 11 3d6
9-12 12 4d6
13-16 13 5d6
17-20 14 6d6
21+ 15 7d6

Travel
Columns of fire erupt from the ground. For each hour that passes,
roll a d6. On a roll of 1, a column appears under the party. Each
member of the party must succeed on a DC 14 Dexterity saving
throw or take fire damage equal to their level.

If a creature has encountered the Scorching Moon before, it can


attempt a DC 14 Wisdom (Survival) check, avoiding the real
flames and only passing through the illusory ones. If a creature
travels at a slow pace (as per the travel rules), it gains advantage
on these ability checks and saving throws, and can make the
Wisdom (Survival) check even if it has never encountered the
Scorching Moon before.
Howling Moon
Creatures
● The Moon amplifies all sounds, echoing through the city’s
madness. Whenever a creature deals thunder damage, it deals
extra thunder damage equal to its proficiency bonus. In addition,
all sounds can be heard from twice as far away.

● Under the influence of the moon, the howl of beasts


becomes untenable. All beasts gain the following ability:

Howling at the Moon (Recharge 3-6). As a bonus action, the


creature uses one of the following howls:
- Howl of Hatred. The monster unleashes a roaring howl. All
hostile creatures within 10-feet of it must succeed on a Trait DC
Constitution saving throw or be knocked prone and take 1d4
thunder damage.
- Howl of Healing. The monster beckons the moon for its
healing properties and gains a number of temporary hit points
equal to its CR (or level).
Monster CR Trait DC

≤2 10
3-4 12
6-7 14
7-8 16
9-12 17
13-16 18
17-20 19
21+ 20

Travel
For each hour of travel that the party performs, roll a d6. On a 1
or 2, the party encounters hostile beasts. The party can attempt
to skirt around the beasts and move past them with a group
Dexterity (Stealth) check against a DC equal to the highest
passive Perception score of the beasts they could encounter. On
a failure, roll a d4 instead of a d6 for the next hour of travel. If the
party fails the saving throw by 5 or more, they are immediately
noticed and attacked.
Vacuous Moon
Monsters
● Monsters of CR 5 or lower are blinded.

● Monsters gain blindsight out to 30 feet.

● Monsters have advantage on Wisdom (Perception) checks


that rely on hearing or smell.

● Monstrosities gain the following trait:


Void Step: After the monster is damaged by a ranged attack, it
can use its reaction to teleport to an empty space within 5 feet of
the attacker and make a single melee weapon attack against it.

Travel
The light of torches barely illuminates the filth-ridden streets
and screams of madness echo through the night as the void
weakens the barrier between the afterlife and reality.

Staring into the abyss. If a character looks directly at the moon


for more than 6 seconds, they are faced with the depths of the
abyss, which gazes back at them. They must succeed on a
Wisdom saving throw against the Madness DC or gain a short
term madness. The first time in a day that a character sees
invisibility, they are compelled to stare at the moon for a round.

Vacuous Light The void absorbs all light:

- Darkvision doesn’t function.


- Dim light becomes darkness.
- A creature that can see invisibility doesn’t suffer
disadvantage on perception checks due to darkness.
- Creatures have disadvantage on saving throws against
madness while not in bright light.
Glowering Moon
Creatures
The Glowering Moon is only visible to creatures with an
Intelligence score of 16 or higher, or a character level or CR higher
than 4.

The moon, like the consuming mother, passes judgment on those


who are not her kindred. Creatures that can see the moon, other
than aberrations and monstrosities, suffer the following effects:

● Creatures have disadvantage on death saving throws.


● While in direct moonlight, they are under the effect of the
bane spell.
● Their walking speed is halved.

Travel
The world is bathed in the sickening glow of the moon, casting its
judgment on those who dwell beneath it. The eldritch gaze is
draining, sapping willpower and at times even the will to live. It is
critical to fight on and not give up or risk losing oneself.

● All overland travel is made at half speed.


● For each hour that passes, roll a d6. On a 1, the moon’s
influence becomes too much for the party to bear. All characters
in the party must succeed on a DC 13 Wisdom saving throw or
fall unconscious until the moon sets. A character within 5 feet of
an unconscious character can attempt to bring them back from
the brink. To do so, they must take 1 minute to shake their
friend from their torpor and must make a DC 13 Charisma
(Persuasion) check, attempting to revive the fighting spirit left
within their ally.
Sanguine Eclipse
Creatures
● The moon beckons. Any creature that stays under direct
moonlight for more than 1 minute at a time must succeed on a
Madness DC Wisdom saving throw or gain a short-term madness.

● The Scent of blood and fear is thick in the air. Beasts gain
advantage on attack rolls against frightened creatures.

● The despair wrought by the celestial body is contagious.


When a creature not currently under the influence of the
Sanguine Eclipse (i.e. that isn't under the influence of a
madness gained under a Sanguine Eclipse) sees one of its allies
fall unconscious, it must succeed on a Madness DC Wisdom
saving throw or automatically gain 2 failed death saving throws
the next time they fall unconscious as a result of falling to 0 hit
points. This curse of inescapable doom lasts until the moon sets
or if it is removed by the remove curse spell or similar magic.

Travel
A bloody miasma dimly lights the streets of Luyarnha. The
maddening influence of the moon makes traveling under a
Sanguine Eclipse near impossible, unless protected from direct
moonlight (see Creatures).
Glacial Moon
Monsters
● Monsters gain resistance to cold damage; if they already
have this resistance, they become immune to cold damage
instead.

● They gain temporary hit points equal to their CR when the


moon first rises (minimum of 1).

● If an Undead creature is hit with a melee attack while they


have these temporary hit points, the attacker takes cold damage
equal to the initial number of temporary hit points.

Travel
The world is engulfed in a permanent blizzard that assaults the
body and the mind and greatly limits visibility. Creatures other
than monsters suffer a -10 penalty to Perception checks and their
passive Perception. If a creature travels at a fast pace (as per the
travel rules), they are considered blinded.

For each hour that passes, roll a d6. On a roll of 1, a strong


blizzard wind rises. Each member of the party must succeed on a
DC 14 Constitution saving throw or take cold damage equal to
their level. In addition, when such a thing happens, the party
must succeed on a DC 16 Wisdom (Survival) check or get lost. If
they are lost, the group’s travel time increases by two hours.
Shattered Moon
Creatures
● Creatures have advantage on Dexterity (Stealth) checks.

● Creatures have disadvantage on Wisdom (Perception)


checks.

● Humanoids have advantage on saving throws against


madness.

Travel
Lunar Shower. Fragments of the moon threaten to fall upon the
world at each instant. For each hour that passes, roll a d4. On a
roll of 1, a lunar shower begins, which lasts for 1d6 x 10 minutes.
During the lunar shower, a rain of ephemeral light falls upon the
world. This rain dispels all spells of 5th level or lower upon
contact, ends concentration, and halves the range of all magics
(to a minimum of 5 feet). Although it looks like solid fragments,
the shards of the moon are weightless figments of light.
Creatures with a passive Perception of 15 or higher can see
these fragments falling towards them 1 minute before the lunar
shower begins.

Geistnacht. When the moon first appears, roll a d4. On a 1, the


moon is a Geistnacht, in which case, when it shatters, it does so
completely silently, unlike its usual massive shattering sound.
The Geistnacht lasts for the duration of the moon, and during
it, spirits borne of the moon fly down towards the city looking for
souls to harvest, sent by the eldritch entities under the influence
of the moon trying to mend it and make it whole again.

During a Geistnacht, for each hour the party travels, roll a d4. On
a roll of 1 or 2, the party encounters undead. The party can
attempt to skirt around the beasts and move past them with a
group Dexterity (Stealth) check against a DC equal to the highest
passive perception of the undead they could encounter. On a
failure, they are immediately noticed and attacked.
Krakenlight
Creatures
● The bodies of aberrations and humanoids become dank and
slimy: spells and other magical effects cannot cause them to be
restrained. These creatures can also spend 5 feet of movement to
automatically escape from nonmagical restraints, such as
manacles or a creature that is grappling it. Finally, being
underwater imposes no penalties on their movement or attacks.

● Monsters with a swimming speed of 30 feet or higher gain a


flying speed equal to their swimming speed. If their speed is
reduced to 0, instead of falling downwards as normal, they fall
upwards, towards the water in the sky.

● Aberrations gain the Bioluminescent Lure ability.

Bioluminescent Lure. As an action, the monster can create a


light above their head that emits a dim glow in a 10-foot radius.
Creatures that see the lure must make a Wisdom saving throw
against the monster’s Trait DC or be charmed. While charmed,
they are incapacitated and are compelled to move towards the
lure with their movement each turn, only ending their movement
when in the light. The charm effect lasts for 1 minute or until the
creature takes damage.

Monster CR Trait DC

≤2 10
3-4 12
6-7 14
7-8 16
9-12 17
13-16 18
17-20 19
21+ 20
Creeping Tarlight
Monsters
● The tar dripping from the moon causes shadows to become
viscous and sticky. Creatures moving through areas of dim light
or darkness have their speed halved, and they have disadvantage
on initiative rolls while in dim light or darkness.

● All monsters apart from humanoids are coated in tar. The


first time a tar-coated creature takes fire or radiant damage, it
explodes. All creatures within 10 feet of an exploding creature
must make a Trait DC Dexterity saving throw or take fire
damage equal to the Trait Damage. The tar-coated creature has
disadvantage on the saving throw.

● The influence of the Smiling Moon causes curses or hexes


to become sticky and difficult to remove. Even if dispelled, the
tar-like residue of the curse may linger, causing persistent
effects. All spells that cause curses have their duration doubled,
and cannot be removed by the remove curse spell while the
moon is up.

Monster CR Trait DC Trait Damage

≤2 10 1d4
3-4 10 1d6
6-7 11 2d6
7-8 11 3d6
9-12 12 4d6
13-16 13 5d6
17-20 14 6d6
21+ 15 7d6
Creeping Tarlight
Travel
The eerie smile on the moon occasionally emits a faint, disturbing laughter
that can be heard throughout the night. This unsettling sound makes it
increasingly difficult for creatures to relax their mind, as the sound emerges
from everywhere at once. If characters finish a long rest during a night where
the Creeping Tarlight is visible, they must succeed on a DC 14 Wisdom saving
throw to gain the benefits.

In addition, the tar that drips from the moons risks engulfing the unaware in
its inky depths. For each hour that passes, roll a d6. On a 1, the party becomes
trapped in a heavily shadowed area, generated from the tar of the moon. Each
character must succeed on a DC 14 Dexterity saving throw or fall in the
darkness and be restrained. If the party traveled at a slow pace (as per the
travel rules), the characters have advantage on this saving throw.

On their turn, as part of their movement, a trapped character can escape by


making a DC 17 Strength check. Another creature can use an action to make a
DC 17 Strength check to attempt to pull the restrained character out of the
shadows, freeing them on a success. After 2 turns, the trapped character
begins to suffocate in the tar and after 3 turns, the trapped character is
completely engulfed; any creature that attempts to free the character will coat
that creature in tar. Alternatively, the shadowy tar can be lit ablaze with fire
damage, which burns for 1 minute. For the duration, any creature in contact
with the tar takes 2d6 fire damage at the start of each of its turns.

Madness
If a character gains a madness while the Creeping Tarlight is out, for the
duration of the madness, their speed is halved, they take a -2 penalty to AC
and Dexterity saving throws, and they can't use reactions.

Short-Term. They burst into a frenzied laughter. For the duration of the
madness, they automatically fail any Stealth check they make, and all
creatures in a 120-foot radius are alerted to their presence.

Long-Term. For the duration of the madness, they find the darkest of things
profoundly amusing. If they attempt to cast a spell with a verbal component or
talk to their ally, they must first succeed on a Madness DC Constitution saving
throw to steady themselves, otherwise they fail to talk or cast the spell, wasting
their action, but not the spell slot, and instead giggle and smile. If one of their
allies is reduced to 0 hit points, they explode with laughter, completely losing
their focus, and are stunned until the start of their next turn.

Indefinite. Roll a d100; on a result of 33 or lower, the character begins to


laugh and regurgitate tar, which completely coats their body, acting like a
battle armor, and their AC increases by 1; on a result of 34 or higher, the tar
solidifies too much, and the character becomes petrified, their face frozen in a
terrifying smile. Ending the petrification also ends the indefinite madness.
Krakenlight
Travel
The world is beset by heavy rains. Your travel pace is halved. If you finish a long
rest without cover, you must succeed on a DC 12 Constitution saving throw or
you don’t gain the benefits of the long rest. The rain lightly obscures everything
in the area that isn’t covered, extinguishes open flames, and imposes
disadvantage on Wisdom (Perception) checks that rely on sight or hearing.

In addition, the tentacles erupting from the moon move unpredictably,


sometimes sweeping down to ground level before returning to the sky. For
each hour that passes, roll a d12. On a 1, a tentacle unfurls near the party. A
creature can grab onto the tentacle with a successful DC 14 Strength
(Athletics) check. If any creatures grab and hold on to the tentacle, roll a d6.
On a 1 - 5, the tentacle drags any creatures holding on 1000 feet in a random
direction before vanishing, dropping all creatures, who each take 5d6 falling
damage as they tumble to the ground. On a 6, the tentacle drags each
creature into the sky ocean.

Madness
The waters agitate the madness within. Whenever a character succeeds on a
saving throw against madness under the Krakenlight, they expunge it
physically in the form of an inkcloud. They release a 15-foot-radius sphere of
ink centered on them. The sphere spreads around corners, and its area is
heavily obscured. It lasts until the end of the creature’s next turn.

Short-Term. Whenever a character gains a short-term madness under the


Krakenlight, they become mesmerized by the roiling storm of sea and tendrils
above, falling prone and having their movement speed reduced to 0 until the
end of their next turn.

Long-Term. Whenever a character gains a long-term madness under the


Krakenlight, they feel their body begin to mutate uncontrollably, trying to
merge with the aquatic sky above, particularly under stress. Whenever they
are in combat, they must roll a d4 at the start of each of their turns. On a roll
of 1, their body contorts in non-euclidean angles, causing them to writhe
under the immense pain; their movement speed is halved, and they have
disadvantage on all attack rolls and saving throws until the start of their next
turn, where they regain temporary control of themselves.

Indefinite. A character that gains an indefinite madness under the Krakenlight


begins to turn into a being of the depths. Roll a d100; on a result of 33 or
lower, for the duration of the madness, the character gains the effects of the
freedom of movement spell, though if they take lightning damage, they
become paralyzed until the start of their next turn; on a result of 34 or higher,
their body mutates, growing fins and gills, and for the duration of the madness,
they must be underwater to breathe or talk, or they otherwise begin choking.
Glacial moon: Madness
If a character gains a madness, be it short, long, or indefinite, they must make
a Constitution saving throw against the Madness DC or gain one point of
exhaustion. Characters with resistance or immunity to cold damage
automatically succeed on this saving throw.

Short-Term. Whenever a character gains a short-term madness under the


Glacial Moon, their body numbs and they suffer a -1d4 penalty to all attack
rolls and saving throws until the madness ends.

Long-Term. Whenever a character gains a long-term madness under the Glacial


Moon, they feel compelled to suffer the cold to cleanse their body. Whenever
they are in Extreme Cold, to better feel the merciless bite of the cold against
their skin, they remove all their clothing, save for their undergarments, and
refuse to dress up. This weakens their body, giving them disadvantage on
Constitution checks and saving throws while in the cold environment.
Characters that are immune to cold damage do not suffer this effect.

Indefinite. A character that gains an indefinite madness under the Glacial


Moon becomes numb to the world around them. Roll a d100; on a result of 33
or lower, the character's body becomes completely numb to all sensations, and
they add their proficiency bonus to any Concentration checks and to any
check made to endure pain. On a result of 34 or higher, the character's body
suffers severe frostbite, numbing their nerves and body, crippling them. They
have disadvantage on Dexterity checks and saving throws, suffer disadvantage
on all attack rolls made using Dexterity, and can't add their Dexterity modifier
to their Armor Class or initiative rolls. This eldritch frostbite can only be cured
if the madness is removed.

Glowering moon: Madness


Whenever a character fails an ability check, they must succeed on a Wisdom
saving throw against the Madness DC or gain one short-term madness.

Short-Term. Whenever a character gains a short-term madness under the


Glowering Moon, they give up arms, as despair overtakes them. The character
drops all items they are holding and curls up into a ball, falling prone and
becoming incapacitated until the madness ends. A character within 5 feet of
an incapacitated character can use their action to shout into their comrades'
ear, shocking their system awake and ending this despair.

Long-Term. Whenever a character gains a long-term madness under the


Glowering Moon, their will to live slowly erodes. They have disadvantage on all
Wisdom saving throws until the madness ends.

Indefinite. A character that gains an indefinite madness under the Glowering


Moon is faced with their mortal insignificance and retreats within themselves.
Roll a d100; on a result of 33 or lower, the character refuses such a fate and
becomes immune to the effects of the Glowering moon until it sets; on a
result of 34 or higher, the character falls unconscious and cannot be awoken
until the moon or the madness ends.
Howling moon: Madness
When the moon first appears, all humanoids must succeed on a Madness DC
Wisdom saving throw or gain a short-term madness. Any humanoid that fails
by 5 or more gains a long-term madness instead. In addition, the Howling
Moon beckons the beast within. Whenever a roll is made on any Madness
table, add +10 to the result, to a maximum of 100.

Short-Term. Whenever a character gains a short-term madness under the


Howling Moon, their instincts become bestial. For the duration of the
madness, they have advantage on Dexterity saving throws but lose the ability
to make ranged attacks or cast spells with a range further than 5 feet, wanting
to shed blood with their own two hands. Further, they have advantage on any
unarmed strikes or attacks that use natural weapons.

Long-Term. If a character gains a long term madness that turns them into a
scourgeborne or beast, instead of lasting for the duration of the madness, the
transformation becomes permanent, and it can be reverted only by a greater
restoration or wish spell. If they transform into a beast due to this moon's
influence, instead of falling under the GM's control, they retain their
alignment and can identify friends, follow them, and even protect them. While
transformed in this way, the first time they interact with a humanoid that
they aren't acquainted with, they must make a Wisdom saving throw against
the Madness DC. On a failure, they see them as prey and immediately attack
in order to devour them, stopping only if they are knocked unconscious.

Indefinite. If a character gains an indefinite madness under the Howling


Moon, their mind becomes bestial, though their body may not follow. Their
Intelligence and Charisma scores are each reduced to 1, and their Wisdom
score is reduced to 14 (if it is higher). They can't cast spells, activate magic
items, understand language, communicate, or plan in any intelligible way. The
character can, however, identify its friends, follow them, and even protect
them. In addition, if the character gains a long-term or indefinite madness,
they automatically roll a 100 on the percentile dice and a 10 on the d10, and
the transformation becomes permanent.
Vacuous moon: Madness
Whenever a character fails a Wisdom saving throw they gain one short-term
madness (saving throws against madness do not trigger this effect).

Short-Term. Whenever a character gains a short-term madness under the


Vacuous Moon, they see their regrets and sorrows take life. They are under the
effect of the see invisibility spell for the duration of the madness. The effects
of the spell cause them to see the shadowy figures of all the loved ones they
lost, hanging upside down, chains wrapped around their neck, floating
towards the moon. Observing that which should be reserved to the dead
shatters one’s psyche; they become frightened for the duration of the
madness.

Long-Term. Whenever a character gains a long-term madness under the


Vacuous Moon, the shadows they saw previously now become as clear as day,
an image indistinguishable from reality. They are under the effect of the see
invisibility spell and have disadvantage on all attack rolls, as they lose the
ability to differentiate between reality and the beyond for the duration of the
madness. A blinded creature doesn’t suffer from this effect.

Indefinite. A character that gains an indefinite madness under the Vacuous


Moon loses their grip on reality. Roll a d100; on a result of 33 or lower, the
character becomes part of the void, and is able to cast the spell blink on itself
at will, without providing components, shifting between planes of existence. If
they use the spell 3 times in a day, when the spell ends, the character comes
back into reality without their eyes and becomes permanently blinded. On a
result of 34 or higher, the void swallows their vision, as the figures of their past
rip out the character’s eyes before vanishing with them, leaving the character
permanently blinded.

Sanguine Eclipse: Madness


Whenever a character gains a madness under the Sanguine Eclipse, they must
succeed on a Madness DC Wisdom saving throw or become frenzied for the
duration of the madness or until the moon sets, whichever is shorter. While
frenzied, they view their allies as enemies and must use their turns
attempting to kill them. They prioritize killing in order of affection, meaning
the closer they are to a person, the stronger the urge to kill them, with the
strongest being that between mother and child. Characters that are immune
to the charmed condition or have advantage on saving throws against charm
effects have advantage on this saving throw.

Short-Term. Whenever a character gains a short-term madness under the


Sanguine Eclipse, they grow claws to rip through the body of their new-found
prey. They can use these claws as unarmed strikes, using their Strength or
Dexterity modifier for attack and damage rolls (whichever is higher), dealing
1d8 magical slashing damage on a hit.
Long-Term. Whenever a character gains a long-term madness under the
Sanguine Eclipse, they grow fangs capable of feeding them the blood of their
loved ones. Once per turn, they can replace one melee attack with a fang
attack, using their Strength or Dexterity modifier for attack and damage rolls
(whichever is higher). On a hit, the fangs deal 1d6 magical piercing damage
and the character gains half the damage dealt in temporary hit points.. In
addition, the character develops sunlight sensitivity for the duration.

Indefinite. A character that gains an indefinite madness under the Sanguine


Eclipse begins to succumb to their newfound bloodlust. Roll a d100; on a result
of 33 or lower, the character can ignore the effects of gaining a madness under
the Sanguine Eclipse until the current eclipse sets; on a result of 34 or higher,
their creature type becomes undead, and when they hit with their fang attack,
they can choose to regain hit points instead of gaining temporary hit points.
Additionally, they gain the urge to feed on blood. Each day that they don't feed
on the blood of humanoids, they gain 1 level of exhaustion. They also gain a
flying speed equal to their walking speed as long as they remain in darkness.

Scorching Moon: Madness


The flames stoke the madness within. If a character takes fire damage equal
to their level or higher in a single turn, they must succeed on a Wisdom saving
throw against the Madness DC or gain one short-term madness.

Short-Term. Whenever a character gains a short-term madness under the


Scorching Moon, their body catches fire and they take 1d4 fire damage at the
start of each of their turns. Additionally, their melee attacks deal an additional
1d4 fire damage on a hit. The fire ends if the character or a creature within 5
feet of them uses an action to douse them, or after 1 minute.

Long-Term. Whenever a character gains a long-term madness under the


Scorching Moon, they feel the flames calling them, for as long as the
Scorching Moon is out. Whenever they see an open flame larger than 1-foot in
diameter (such as a bonfire but not a torch), they must make a Wisdom saving
throw against the Madness DC or become charmed by the flame. While
charmed in this way, the creature is incapacitated and has a speed of 0. The
effect ends on a creature if it takes any damage or if someone else uses an
action to shake the creature out of its stupor. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to being charmed
by that flame for the next 24 hours.

Indefinite. A character that gains an indefinite madness under the Scorching


Moon has their soul seared. Roll a d100; on a result of 33 or lower, the
character gains resistance to fire damage, on a result of 34 or higher, the
character gains vulnerability to fire damage. This effect lasts until that
madness is cured.
Shattered moon: Madness
The shattered moon lost much of its maddening aura when it was destroyed;
it now seeks to become whole again.

Short-Term. Whenever a character gains a short-term madness under the


Shattered Moon, the moon attempts to mend its wounds by absorbing part of
the character’s life. For the duration of the madness, the character takes 1d6
necrotic damage at the start of each of their turns. Any magical healing chases
the moon's influence away and stops the damage from recurring.

Long-Term. Whenever a character gains a long-term madness under the


Shattered Moon, the astral body’s influence over the character’s body
becomes more aggressive. One of the creature's limbs shatters and becomes
completely unusable. The character takes 2d6 necrotic damage and must roll
a d4 to determine which limb breaks, using the following table:

d4 Limb

Right Arm: You can no longer hold anything with two


1
hands and you can hold only a single object at a time.

Left Arm: You can no longer hold anything with two


2
hands and you can hold only a single object at a time.

Right Leg: your base walking speed is reduced to 5ft.


3 If you still have at least one leg, you can use a crutch
or cane to move at half your original base speed.

Left Leg: your base walking speed is reduced to 5ft. If


4 you still have at least one leg, you can use a crutch or
cane to move at half your original base speed.
The broken limb is untreatable while the Shattered Moon is out. After the
moon sets, a healing spell of 4th level or higher can restore the limb to its
original state.

Indefinite. A character that gains an indefinite madness under the Shattered


Moon becomes its prey, a meal to invigorate it. Roll a d100; on a result of 33 or
lower, the moon's powers fail before devouring the character, only absorbing
the insanity; the character is cured of all madness effects afflicting them. On a
roll of 34 or higher, the character's body is consumed by the moon. They take
10d6 + 40 necrotic damage. If this damage reduces the target to 0 hit points,
it is disintegrated into particles of lights that float upwards towards the moon
before vanishing.

Slumbering Moon: Madness


Short-Term. Whenever a character gains a short-term madness under the
Slumbering Moon, they forget how to use even skills they have trained for decades.
For the duration of the madness, the character loses proficiency in a weapon or is
unable to cast one spell, even if it is known or prepared (GM’s choice).
Long-Term. Whenever a character gains a long-term madness under the
Slumbering Moon, their memory slowly fades. They have disadvantage on any
Arcana, History, or Religion checks until the madness ends.

Indefinite. Whenever a character gains an indefinite madness under the


Slumbering Moon, their memory is permanently compromised. They lose the
ability to remember anything that happens while under the effect of the
madness. If the madness does end, they do not remember anything that
happened while under the effect of it.

Yellow Crown: Madness


While the Yellow Crown is visible, characters that gain a madness are gripped
by the visions of the original city that lies beyond the veil, where all things
originate, and where all things are doomed to end. The swirling visions assault
their minds, and they learn information about a random location, character, or
event of the GM's choosing. The information is engulfed in madness and their
mind has a hard time processing it. The GM rolls a d2. On a 1, the information
they learn is true, and on a 2, the information they learn is false; the character
has no way of knowing if the information they learned is true or not.

Short-Term. Whenever a character gains a short-term madness under the


Yellow Crown, they develop a tremendous fear of darkness and an obsession
with light. If they do not end their turn in bright light, they have disadvantage
on all attack rolls, ability checks, and saving throws until the end of their next
turn. If they start their turn and aren't in bright light, they must use their
movement to reach the closest empty space that is in bright light. If at the
end of their movement they aren’t in bright light, they must use their action
to Dash toward the bright light. If no such space is visible, they can use their
movement and action as normal.

Long-Term. Gaining a long-term madness during the prolonged exposure to


the light of the Yellow Crown has given a character photophobia, and the
sheer presence of light is enough to cause them tremendous pain. If a
character ends their turn in bright light, they must succeed on a Madness DC
Constitution saving throw or become poisoned for 1 minute, even if they are
immune to the poisoned condition. Effects that cure poison, such as the lesser
restoration spell, can end the condition early, though if they expose
themselves again, they’ll become poisoned once more.

Indefinite. A character that gains an indefinite madness under the Yellow


Crown begins to irradiate with incandescent light. Roll a d100; on a result of
33 or lower, the character can harness this light into ephemeral wings of light,
if they start their turn in bright light, they can use a bonus action to gain a
flying speed of 40 feet until the end of their next turn; on a result of 34 or
higher, they begin to glow uncontrollably, shedding bright light in a 10-foot
radius and dim light for an additional 10 feet. While glowing in this way, the
target gains no benefit from finishing a short or long rest.

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