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conditions [2019/12/27 23:35] – created andrewconditions [2019/12/30 16:33] – [Addled] 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, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The following definitions specify what happens to a creature while it is subjected to a condition. 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, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The following definitions specify what happens to a creature while it is subjected to a condition.
 +
 +
 +
 +
 +
 +===== Addled =====
 +
 +The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence checks including Arcane magic spell checks. Addled spellcasters lose concentration. 
 +
 +===== 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 =====
 +
 +<del>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.</del>
  
 ===== 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.
 +
 +
 +===== 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 ===== ===== Charmed =====
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 The charmer has advantage on any ability check to interact socially with the creature. The charmer has advantage on any ability check to interact socially with the creature.
  
 +===== 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)
 +
 +^Roll^ Reaction^
 +|2 |Attack source of confusion|
 +|3-5 |Attack source of confusion or their allies|
 +|6-8|Remain idle|
 +|9-11|Attack allies or themselves|
 +|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 all checks and attack rolls. Unless mentioned otherwise, this effect lasts one round.
 +
 +===== 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 all checks and attacks. A character can be drained several times, and the duration could be anywhere from one round 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 a [[concentration|concentration check]] or the spell is
 +lost.
 +
 +===== Exhausted =====
 +An exhausted character has one or more levels of [[stress|exhaustion]].
 +
 +===== 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.
 +
 +===== 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 any [[actions]].
 +===== 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, and the creature’s Attack rolls have advantage.
 +
 +
 +===== 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.
 +
 +
 +===== 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, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
 +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.
 +
 +===== Scarred =====
 +
 +The character is severely scarred. The character is -2 to throws to impersonate another person.
 +Three scars will make the character mauled.
 +
 +===== Stressed =====
 +
 +A stressed character has one or more levels of [[stress]].
 +
 +
 +===== 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.
 +
 +-----
 +
 +
 +
 +
 +
 +
 +===== Helpless =====
 +
 +A helpless character is paralyzed, held, bound, sleeping, unconscious or otherwise completely at an
 +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.
 +
 +
 +
 +
 +===== 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.
 +
 +
 +===== 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.
 +
 +===== Stunned =====
 +
 +A stunned character drops everything he carries and cannot take any actions. Additionally, he suffers
 +a -2 armor class penalty.
 +
 +
 +-----
 +
 +====== 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