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Fear Effects
Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples.
Sample Fear DCs
| Example | Save DC |
|---|---|
| When the characters open a sarcophagus, a harmless yet terrifying apparition appears. | 10 |
| A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character. | 15 |
| A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter. | 20 |
Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples:
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The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear.
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Attack rolls against the Frightened creature have Advantage.
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The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action.
Source · SRD 5.2.1 · page 196