What does frighten do in D&D?

Unraveling Fear in Dungeons & Dragons: A Comprehensive Guide

In the vast and fantastical realms of Dungeons & Dragons (D&D), fear is more than just a feeling; it’s a powerful mechanic that can drastically alter the course of combat and exploration. The frightened condition, a status effect inflicted by various spells, abilities, and monstrous presences, can cripple even the most stalwart adventurers. The frightened condition imposes disadvantage on ability checks and attack rolls while the source of the fear is within line of sight. Furthermore, the creature can’t willingly move closer to the source of its fear.

Understanding the Frightened Condition

The frightened condition is a common debuff in D&D 5th Edition, and understanding its intricacies is crucial for both players and Dungeon Masters (DMs). Here’s a breakdown of its key elements:

  • Disadvantage: The primary impact of being frightened is the imposition of disadvantage on both ability checks and attack rolls. This means the affected creature must roll two dice and take the lower result, significantly decreasing their chances of success. This disadvantage only applies while the source of their fear is within line of sight.
  • Movement Restriction: A frightened creature cannot willingly move closer to the source of its fear. This can severely limit their tactical options, forcing them to retreat or remain in a disadvantageous position. Note the word “willingly” here, a frightened creature can be moved closer by means other than their own volition.
  • Line of Sight Dependency: The effects of the frightened condition are directly tied to line of sight. If the creature can no longer see the source of its fear, the disadvantage on ability checks and attack rolls vanishes. However, the inability to move closer to the source of fear persists as long as the condition is active.
  • Ending the Condition: The duration and method for ending the frightened condition vary depending on the source that caused it. Some effects end automatically after a certain duration, while others require a successful saving throw, often a Wisdom saving throw, at the end of each of the creature’s turns. Some spells or abilities may instantly remove the condition.

Common Sources of Fear

Fear can be inflicted by a wide variety of sources in D&D, ranging from spells and class abilities to the horrifying presence of certain monsters:

  • Spells: Spells like Cause Fear, Fear, and Phantasmal Killer are specifically designed to instill terror in opponents. Cause Fear, a 1st-level spell, affects a single target, preventing them from moving closer and allowing them a saving throw at the end of each turn. The Fear spell, on the other hand, typically affects multiple creatures in an area and forces them to flee.
  • Monster Abilities: Many monsters possess abilities that induce fear. Ghosts with their Horrifying Visage, Liches with their Frightening Gaze, Mummies with their Dreadful Glare, and Nalfeshnees with their Horror Nimbus are just a few examples of creatures that can trigger the frightened condition.
  • Class Features: Certain classes, particularly Paladins with their Aura of Courage, have abilities that grant immunity to fear to themselves and nearby allies. Other classes, like the Barbarian with their rage ability, might temporarily suppress the effects of fear.
  • Environmental Factors: While less common, extremely dangerous or unsettling environments can also trigger fear, though this is more often handled through roleplaying and skill checks rather than directly applying the frightened condition. For example, navigating a collapsing temple or confronting a powerful natural disaster could instill fear.
  • Intimidation: A successful Intimidation skill check can frighten someone as well.

Overcoming Fear

While fear can be debilitating, there are several ways to overcome it:

  • Saving Throws: Many fear-inducing effects allow the target to make a saving throw, typically a Wisdom saving throw, to resist or end the condition.
  • Breaking Line of Sight: Since the disadvantage on attack rolls and ability checks only applies when the source of fear is visible, breaking line of sight can temporarily alleviate the condition’s effects.
  • Specific Abilities and Spells: Abilities like the Paladin’s Aura of Courage, spells like Calm Emotions, and magic items like the Mantle of Courage can grant immunity to or remove the frightened condition.
  • Hero’s Feast: This 6th-level conjuration spell grants those who partake in the feast immunity to being frightened for the next 24 hours.

FAQs about Fear in D&D

1. Can a creature frightened by multiple sources stack the effects?

No, the frightened condition does not stack. If a creature is already frightened, being subjected to another fear effect simply maintains the condition. The duration is usually determined by the most recent effect.

2. Does being frightened prevent a creature from taking reactions?

No, the frightened condition does not prevent a creature from taking reactions, unless the trigger for the reaction would involve moving closer to the source of its fear willingly.

3. If a frightened creature is grappled, can it still try to move away?

A creature can still attempt to break the grapple even if they’re frightened. While the grapple doesn’t compel them to move, the frightened condition won’t prevent them from trying to escape.

4. Can a DM use fear without applying the “frightened” condition?

Absolutely. A skilled DM can use descriptions and roleplaying to create a sense of fear and dread without mechanically imposing the frightened condition. This can add to the atmosphere and tension of a scene.

5. What happens if a creature is both frightened and charmed?

These conditions operate independently. A charmed creature might be compelled to follow the commands of the charmer, but if it is also frightened, it still can’t willingly move closer to the source of its fear, even if the charmer commands it.

6. Are there creatures immune to the frightened condition?

Yes, certain types of creatures, such as oozes, constructs, and many undead, are often immune to the frightened condition. The monster’s stat block will specify if it has immunity to this condition. There are 420 out of 2413 creatures immune to frightened.

7. Does the frightened condition break concentration?

No, being frightened does not automatically break concentration. However, a DM might rule that a particularly terrifying event forces a Constitution saving throw to maintain concentration.

8. Can a barbarian raging resist fear?

Yes, starting at 6th level, a Path of the Totem Warrior Barbarian is immune to being charmed or frightened while raging. If they are already charmed or frightened when they enter the rage, the effect is suppressed for the duration of the rage.

9. How does the Symbol spell interact with fear?

The Symbol spell can be inscribed with a specific effect, including fear. When triggered, creatures within range must make a saving throw or become frightened, typically running away in a panic.

10. Does the frightened condition stack with other conditions like blinded or deafened?

Yes, the frightened condition stacks with other conditions. A creature that is both frightened and blinded suffers the effects of both conditions simultaneously.

11. If a monster is immune to the frightened condition, can it still be intimidated?

While a monster might be immune to the mechanical effects of the frightened condition, a skilled player could still use intimidation to influence its behavior through roleplaying. This might not result in the “frightened” condition, but it could still create fear or respect.

12. Are there magic items that specifically counter or grant immunity to fear?

Yes, items such as the Mantle of Courage and other similar artifacts can grant immunity to or suppress the effects of fear. These items are often sought after by adventurers facing terrifying foes.

13. How does fear work in social encounters?

While the frightened condition is typically applied during combat, fear can also play a significant role in social encounters. A character with high intimidation skill can use fear to influence NPCs, extract information, or deter threats, even without mechanically imposing the condition.

14. What is the “Cause Fear” spell and how does it work?

Introduced in Xanathar’s Guide to Everything, the Cause Fear spell is a 1st-level necromancy spell that targets one creature within range. If the target fails a Wisdom saving throw, it becomes frightened of the caster for 1 minute. While frightened, the creature must take the Dash action and move away from the caster by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the caster, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that target.

15. How does the Games Learning Society (GamesLearningSociety.org) view the use of fear in D&D?

The Games Learning Society recognizes the potential of games like D&D to explore complex emotions and social dynamics. Fear, when used responsibly and ethically, can provide valuable learning opportunities for players to develop empathy, resilience, and problem-solving skills. The GamesLearningSociety.org encourages DMs to consider the emotional impact of their game and use fear as a tool for storytelling and character development.

In conclusion, the frightened condition is a multifaceted element of D&D that can significantly impact gameplay. By understanding its mechanics, sources, and counters, players and DMs alike can navigate terrifying situations and craft compelling narratives.

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