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View Full Version : Immunity / Resistance to Mind affecting?



Bellberith
2014-10-10, 11:35 PM
How would someone gain this? if it exists....

the way i see it right now is that any class without a high wisdom save and to a lesser extent intelligence save can be KOd with 1 spell....

even a simple hold person can end the fight.

is there any way to stop this? or is it just "roll dice and pray"?

Baveboi
2014-10-10, 11:41 PM
Not as easily as in the 3rd edition, thank gods.
Most spells that prey on weak Wisdom saves are Concentration to keep, so if you have any friends it is unlikely that one spell will take you out for long. Even a high level Hold Person would have to hold everyone and then resist the survivor's attempt to cave the caster's face in while liberating their friends.

But yes, there are ways to be somewhat protected from the dreaded Wisdom save:
1 - There is a feat that gives proficiency in any save, take for Wisdom if you are so concerned.
2 - Elves and Half-Elves are very resistant to charm spells (basically 50% of the Wisdom or Suck spells), so there is that.
3 - Some spells and effects can provide moderate protection to you and are easy to get - like Resistance.

Immunity to such things is rare, however, and looking for it before Mind Blank is somewhat a waste of your efforts.

Easy_Lee
2014-10-12, 10:42 AM
Monks can also end charm and frighten effects with an action after 7, using stillness of mind. Since they get proficiency on all saves at 14, it's probably one of the better classes for fighting off mind-affecting spells, particularly if you roll a halfling for Lucky.

Sidmen
2014-10-12, 10:52 AM
The best you can hope for would be to be a Gnome for Advantage on those saving throws, and nab one of the options to be proficient in Wisdom Saving Throws (Class or Feat).

That should give you a really good chance to shake off mind-affecting effects.

infinitetech
2014-10-13, 02:56 AM
could make "tribal charms of protection" with a random amount of charges on them, a tooth rots away from the line each time it looses a charge, you can kill an enemy with the blade on it and string one of their teeth to add a charge(blade does exactly 1 damage), each time an effect like that hits (past first roll) the charm pushes the opponent 10ft away(or if you want them to get a little more out of these at the cost of them running out easily[choose when to wear them better PC] make it so that its whenever you get hit by an attack the attacker gets pushed 10ft)