conditions
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conditions [2019/12/27 23:35] – created andrew | conditions [2019/12/28 01:08] – [Unconscious] andrew | ||
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Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, | Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, | ||
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+ | |||
+ | |||
+ | |||
===== Blinded ===== | ===== Blinded ===== | ||
A blinded creature can’t see and automatically fails any ability check that requires sight. | A blinded creature can’t see and automatically fails any ability check that requires sight. | ||
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. | Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. | ||
+ | |||
+ | ===== Addled ===== | ||
+ | |||
+ | The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence-based checks. | ||
===== Charmed ===== | ===== Charmed ===== | ||
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+ | ===== Frightened ===== | ||
+ | |||
+ | A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. | ||
+ | The creature can’t willingly move closer to the source of its fear. | ||
+ | ===== Grappled ===== | ||
+ | |||
+ | A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. | ||
+ | The condition ends if the Grappler is incapacitated (see the condition). | ||
+ | The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell. | ||
+ | ===== Incapacitated ===== | ||
+ | |||
+ | An incapacitated creature can’t take Actions or reactions. | ||
+ | ===== Invisible ===== | ||
+ | |||
+ | An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. | ||
+ | Attack rolls against the creature have disadvantage, | ||
+ | ===== Paralyzed ===== | ||
+ | |||
+ | A paralyzed creature is incapacitated (see the condition) and can’t move or speak. | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. | ||
+ | ===== Petrified ===== | ||
+ | |||
+ | A petrified creature is transformed, | ||
+ | The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | The creature has Resistance to all damage. | ||
+ | The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. | ||
+ | ===== Poisoned ===== | ||
+ | |||
+ | A poisoned creature has disadvantage on Attack rolls and Ability Checks. | ||
+ | ===== Prone ===== | ||
+ | |||
+ | A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. | ||
+ | The creature has disadvantage on Attack rolls. | ||
+ | An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. | ||
+ | ===== Restrained ===== | ||
+ | |||
+ | A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. | ||
+ | Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. | ||
+ | The creature has disadvantage on Dexterity Saving Throws. | ||
+ | ===== Stunned ===== | ||
+ | |||
+ | A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | ===== Unconscious ===== | ||
+ | |||
+ | An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings | ||
+ | The creature drops whatever it’s holding and falls prone. | ||
+ | The creature automatically fails Strength and Dexterity Saving Throws. | ||
+ | Attack rolls against the creature have advantage. | ||
+ | Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. | ||
+ | ===== Armless ===== | ||
+ | |||
+ | The character’s arm is severed, crushed, or rendered useless. The character cannot climb, use | ||
+ | shields, dual wield, or use two-handed weapons. If the character loses use of both arms, they are | ||
+ | paraplegic. They cannot climb, use weapons or items, open locks, remove traps, or any other similar | ||
+ | actions. | ||
+ | |||
+ | ===== Asleep ===== | ||
+ | |||
+ | Any character that is asleep will not take any actions and cannot defend himself. If he takes damage, | ||
+ | hears a loud noise or his sleep is disrupted in any other way, he will wake up, but needs one round to | ||
+ | get up and be ready to defend himself. An asleep character is considered to be Helpless and probably | ||
+ | Prone. | ||
+ | ===== Blinded ===== | ||
+ | |||
+ | A blinded character cannot see. He suffers a -4 penalty to attack skill and initiative rolls and loses his | ||
+ | dexterity bonus to armor class. A character who loses one eye, or can’t see out of one eye is half- | ||
+ | blinded. They are -2 to missile attack throws at medium and long range, and will be fully blind if they | ||
+ | get another half-blinded status. | ||
+ | |||
+ | ===== Bloodied ===== | ||
+ | |||
+ | Once a creature has lost half or more of its maximum hit points, it is considered bloodied. Being | ||
+ | bloodied can trigger certain actions specified in the monster or talent description. | ||
+ | ===== Charmed ===== | ||
+ | |||
+ | A charmed character is friendly to the creature that caused the charm. That does not necessarily | ||
+ | mean it will obey said creature. In many cases, a streetwise or influence proficiency check is required | ||
+ | to have the charmed character do the charmer’s bidding, and even then only if they share a common | ||
+ | language or mode of communication. | ||
+ | ===== Confused ===== | ||
+ | |||
+ | A confused character acts randomly. At the beginning of each round, 2d6 is rolled. The table below | ||
+ | determines the character’s behavior for that round. | ||
+ | Die Roll | ||
+ | (2d6) | ||
+ | |||
+ | Reaction | ||
+ | 2 Attack Caster | ||
+ | 3-5 Attack caster or their allies | ||
+ | 6-8 Remain idle | ||
+ | 9-11 Attack allies or each other | ||
+ | 12 Try to flee | ||
+ | ===== Dazed ===== | ||
+ | |||
+ | A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this | ||
+ | effect lasts one round. | ||
+ | ===== Deafened ===== | ||
+ | |||
+ | A deafened creature can’t hear and automatically fails any ability check that requires hearing. | ||
+ | ===== Disfigured ===== | ||
+ | |||
+ | A disfigured character’s body has been twisted and broken from wounds or magic. They move 10’ | ||
+ | slower than they should, may not forced march, and suffer a -1 AC penalty from their halting gait. | ||
+ | ===== Disoriented ===== | ||
+ | |||
+ | Disoriented creatures receive a -2 penalty to saving throws and attack rolls. | ||
+ | ===== Dumb ===== | ||
+ | |||
+ | Your lips and tongue are severed, mangled, or rendered inoperable. The victim cannot effectively | ||
+ | speak, cast spells or use magic items involving speech, and they suffer a -4 penalty to reaction rolls. | ||
+ | ===== Dominated ===== | ||
+ | |||
+ | The character is under the control of another creature. It obeys the dominator unfailingly but suffers | ||
+ | a -1 penalty to all rolls. Unless dominated for a prolonged period of time, the master creature will | ||
+ | most likely not know about the dominated being’s special abilities, like spellcasting. | ||
+ | ===== Drained ===== | ||
+ | |||
+ | A drained character suffers a -1 penalty to attack skill, saving throws, proficiency checks, and | ||
+ | attribute tests. A character can be drained several times, and the duration could be anywhere from | ||
+ | one turn to permanent. | ||
+ | ===== Entangled ===== | ||
+ | |||
+ | When a character is entangled, he moves at half speed and loses his dexterity bonus to armor class. | ||
+ | Entangled characters that try to cast a spell have to make an appropriate saving throw or the spell is | ||
+ | lost. | ||
+ | |||
+ | ===== Exhausted ===== | ||
+ | |||
+ | |||
+ | ===== Fascinated ===== | ||
+ | |||
+ | A fascinated character is entranced by an effect, often a supernatural one. He will not act as long as | ||
+ | the effect lasts. If he is threatened, the character is permitted an appropriate saving throw to break | ||
+ | free. | ||
+ | ===== Helpless ===== | ||
+ | |||
+ | A helpless character is paralyzed, | ||
+ | opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 AC modifier) against | ||
+ | ranged attacks. An enemy can use a melee weapon to deliver a coup-de-grace to a helpless foe using | ||
+ | by taking a full round. An enemy can also use a bow or crossbow, provided he is adjacent to the | ||
+ | target. | ||
+ | ===== Immobilized ===== | ||
+ | |||
+ | An immobilized character cannot move from the spot, but suffers no further penalties. | ||
+ | ===== Lame ===== | ||
+ | |||
+ | Lame characters may only move at half their maximum speed and they lose all dexterity bonuses to | ||
+ | armor class. | ||
+ | ===== Maimed ===== | ||
+ | |||
+ | A maimed character may not use a hand due to it being severed or crushed, or being rendered | ||
+ | useless by magic. They cannot dual wield or use two-handed weapons. | ||
+ | ===== Mauled ===== | ||
+ | |||
+ | The character has been gruesomely scarred. It is impossible for them to impersonate another; +2 to | ||
+ | intimidate others, -4 to all other reaction rolls. | ||
+ | ===== Panicked ===== | ||
+ | |||
+ | A panicked character does nothing but run away from the source of his fear taking the path of least | ||
+ | resistance on their initiative card. If the panicked creature is trapped and may not flee, they may | ||
+ | fight back against the source of their fear at a -2 penalty attack skill. | ||
+ | ===== Paralyzed ===== | ||
+ | |||
+ | A paralyzed character cannot attack, act, or move at all, but can take still think clearly. If a paralyzed | ||
+ | character is attacked, he is hit automatically. | ||
+ | ===== Petrified ===== | ||
+ | |||
+ | A petrified character has been turned into solid stone. He cannot move, does not think and will not | ||
+ | remember anything that happened while he was petrified. | ||
+ | ===== Prone ===== | ||
+ | |||
+ | A prone character lies on the ground. He needs to spend one round’s worth of movement to get up | ||
+ | again. Meanwhile, he suffers a -2 armor class penalty against melee attacks, a +2 armor class bonus | ||
+ | against ranged attacks, a -4 melee attack skill penalty and cannot use ranged weapons expect for | ||
+ | crossbows. | ||
+ | ===== Scarred ===== | ||
+ | |||
+ | The character is severely scarred. The character is -2 to throws to impersonate another person. | ||
+ | Three scars will make the character mauled. | ||
+ | ===== Shaken ===== | ||
+ | |||
+ | |||
+ | Shaken characters are afraid of something, but still in the fight. They suffer a -2 penalty to attack skill | ||
+ | rolls and a -2 on further morale checks. Shaken characters who fail a morale roll are immediately | ||
+ | Panicked. | ||
+ | ===== Sickened ===== | ||
+ | |||
+ | The character has caught a disease. He suffers a -2 penalty to saving throws, attack skill, armor class, | ||
+ | ability checks and proficiency checks. | ||
+ | ===== Slowed ===== | ||
+ | |||
+ | A slowed character moves at half speed and has his initiative phase after all other combatants. | ||
+ | ===== Staggered ===== | ||
+ | |||
+ | The character can only attack or move, but may not do both. Unless mentioned otherwise, this effect | ||
+ | lasts one round. | ||
+ | |||
+ | ===== Stressed ===== | ||
+ | |||
+ | |||
+ | ===== Stunned ===== | ||
+ | |||
+ | A stunned character drops everything he carries and cannot take any actions. Additionally, | ||
+ | a -2 armor class penalty. | ||
+ | ===== Unconscious ===== | ||
+ | |||
+ | An unconscious character is like a character that is asleep, but cannot be easily awakened by loud | ||
+ | noise or light damage. An unconscious character is also considered to be helpless and probably | ||
+ | prone. | ||
+ | |||
+ | ----- | ||
+ | |||
+ | ====== Design Notes ====== | ||
+ | |||
+ | I'm going to add some particular conditions to reflect maimings from going to zero hit points, as well as conditions for new spells. |
conditions.txt · Last modified: 2020/03/12 15:10 by andrew