conditions
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conditions [2019/12/28 00:53] – [Charmed] andrew | conditions [2019/12/28 22:39] – [Disoriented] 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, | ||
- | ===== Blinded ===== | ||
- | 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. | ||
- | ===== Charmed ===== | ||
- | A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. | ||
- | The charmer has advantage on any ability check to interact socially with the creature. | ||
+ | ===== Addled ===== | ||
+ | |||
+ | The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence checks. | ||
===== Armless ===== | ===== Armless ===== | ||
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===== Asleep ===== | ===== Asleep ===== | ||
- | And 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 | 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 | get up and be ready to defend himself. An asleep character is considered to be Helpless and probably | ||
- | Prone. | + | Prone.</ |
- | Blinded | + | |
- | A blinded | + | ===== Blinded |
- | dexterity bonus to armor class. A character who loses one eye, or can’t see out of one eye is half- | + | A blinded |
- | blinded. They are -2 to missile attack throws at medium and long range, and will be fully blind if they | + | Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. |
- | get another half-blinded status. | + | |
+ | |||
+ | ===== Bloodied ===== | ||
- | Bloodied | ||
Once a creature has lost half or more of its maximum hit points, it is considered bloodied. Being | 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. | bloodied can trigger certain actions specified in the monster or talent description. | ||
- | Charmed | + | |
- | A charmed | + | ===== Charmed |
- | mean it will obey said creature. In many cases, a streetwise or influence proficiency | + | |
- | to have the charmed character do the charmer’s bidding, and even then only if they share a common | + | A charmed creature |
- | language or mode of communication. | + | The charmer has advantage on any ability |
- | Confused | + | |
+ | ===== Confused | ||
A confused character acts randomly. At the beginning of each round, 2d6 is rolled. The table below | 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. | determines the character’s behavior for that round. | ||
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(2d6) | (2d6) | ||
- | Reaction | + | ^Roll^ |
- | 2 Attack | + | |2 |Attack |
- | 3-5 Attack | + | |3-5 |Attack |
- | 6-8 Remain idle | + | |6-8|Remain idle| |
- | 9-11 Attack allies or each other | + | |9-11|Attack allies or themselves| |
- | 12 Try to flee | + | |12 |Try to flee| |
- | Dazed | + | |
+ | ===== Dazed ===== | ||
A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this | A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this | ||
effect lasts one round. | effect lasts one round. | ||
- | Deafened | + | |
- | A deafened | + | ===== Deafened |
- | Disfigured | + | |
+ | A deafened | ||
+ | ===== Disfigured | ||
A disfigured character’s body has been twisted and broken from wounds or magic. They move 10’ | 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. | 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 | + | ===== Disoriented |
- | Dumb | + | |
- | Your lips and tongue are severed, mangled, or rendered inoperable. The victim cannot effectively | + | Disoriented creatures receive a -2 penalty to all checks |
+ | |||
+ | ===== Dumb ===== | ||
+ | |||
+ | Your lips and tongue | ||
speak, cast spells or use magic items involving speech, and they suffer a -4 penalty to reaction rolls. | speak, cast spells or use magic items involving speech, and they suffer a -4 penalty to reaction rolls. | ||
- | Dominated | + | |
+ | ===== Dominated | ||
The character is under the control of another creature. It obeys the dominator unfailingly but suffers | 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 | 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. | most likely not know about the dominated being’s special abilities, like spellcasting. | ||
- | Drained | + | ===== Drained |
A drained character suffers a -1 penalty to attack skill, saving throws, proficiency checks, and | 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 | attribute tests. A character can be drained several times, and the duration could be anywhere from | ||
one turn to permanent. | one turn to permanent. | ||
- | Entangled | + | ===== Entangled |
When a character is entangled, he moves at half speed and loses his dexterity bonus to armor class. | 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 | Entangled characters that try to cast a spell have to make an appropriate saving throw or the spell is | ||
lost. | lost. | ||
- | Exhausted | + | ===== Exhausted |
- | Exhausted characters suffer a penalty | + | An exhausted character has one or more levels |
- | for 1 turn. | + | |
- | Fascinated | + | ===== Fascinated |
A fascinated character is entranced by an effect, often a supernatural one. He will not act as long as | 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 | the effect lasts. If he is threatened, the character is permitted an appropriate saving throw to break | ||
free. | free. | ||
- | Helpless | + | |
+ | ===== 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, | ||
+ | ===== 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. | ||
+ | |||
+ | ----- | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ===== Helpless | ||
A helpless character is paralyzed, | A helpless character is paralyzed, | ||
opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 AC modifier) against | opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 AC modifier) against | ||
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by taking a full round. An enemy can also use a bow or crossbow, provided he is adjacent to the | by taking a full round. An enemy can also use a bow or crossbow, provided he is adjacent to the | ||
target. | target. | ||
- | Immobilized | + | ===== Immobilized |
An immobilized character cannot move from the spot, but suffers no further penalties. | An immobilized character cannot move from the spot, but suffers no further penalties. | ||
- | Lame | + | ===== Lame ===== |
Lame characters may only move at half their maximum speed and they lose all dexterity bonuses to | Lame characters may only move at half their maximum speed and they lose all dexterity bonuses to | ||
armor class. | armor class. | ||
- | Maimed | + | ===== Maimed |
A maimed character may not use a hand due to it being severed or crushed, or being rendered | 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. | useless by magic. They cannot dual wield or use two-handed weapons. | ||
- | Mauled | + | ===== Mauled |
The character has been gruesomely scarred. It is impossible for them to impersonate another; +2 to | The character has been gruesomely scarred. It is impossible for them to impersonate another; +2 to | ||
intimidate others, -4 to all other reaction rolls. | intimidate others, -4 to all other reaction rolls. | ||
- | Panicked | + | ===== Panicked |
A panicked character does nothing but run away from the source of his fear taking the path of least | 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 | 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. | fight back against the source of their fear at a -2 penalty attack skill. | ||
- | Paralyzed | + | ===== Paralyzed |
A paralyzed character cannot attack, act, or move at all, but can take still think clearly. If a 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. | character is attacked, he is hit automatically. | ||
- | Petrified | + | ===== Petrified |
A petrified character has been turned into solid stone. He cannot move, does not think and will not | 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. | remember anything that happened while he was petrified. | ||
- | Prone | + | ===== Prone ===== |
A prone character lies on the ground. He needs to spend one round’s worth of movement to get up | 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 | 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 | against ranged attacks, a -4 melee attack skill penalty and cannot use ranged weapons expect for | ||
crossbows. | crossbows. | ||
- | Scarred | + | ===== Scarred |
The character is severely scarred. The character is -2 to throws to impersonate another person. | The character is severely scarred. The character is -2 to throws to impersonate another person. | ||
Three scars will make the character mauled. | Three scars will make the character mauled. | ||
- | Shaken | + | ===== Shaken |
Shaken characters are afraid of something, but still in the fight. They suffer a -2 penalty to attack skill | 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 | rolls and a -2 on further morale checks. Shaken characters who fail a morale roll are immediately | ||
Panicked. | Panicked. | ||
- | Sickened | + | ===== Sickened |
The character has caught a disease. He suffers a -2 penalty to saving throws, attack skill, armor class, | The character has caught a disease. He suffers a -2 penalty to saving throws, attack skill, armor class, | ||
ability checks and proficiency checks. | ability checks and proficiency checks. | ||
- | Slowed | + | ===== Slowed |
A slowed character moves at half speed and has his initiative phase after all other combatants. | A slowed character moves at half speed and has his initiative phase after all other combatants. | ||
- | Staggered | + | ===== Staggered |
The character can only attack or move, but may not do both. Unless mentioned otherwise, this effect | The character can only attack or move, but may not do both. Unless mentioned otherwise, this effect | ||
lasts one round. | lasts one round. | ||
- | Stunned | + | |
+ | ===== Stressed ===== | ||
+ | |||
+ | |||
+ | ===== Stunned | ||
A stunned character drops everything he carries and cannot take any actions. Additionally, | A stunned character drops everything he carries and cannot take any actions. Additionally, | ||
a -2 armor class penalty. | a -2 armor class penalty. | ||
- | Unconscious | + | ===== Unconscious |
An unconscious character is like a character that is asleep, but cannot be easily awakened by loud | 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 | noise or light damage. An unconscious character is also considered to be helpless and probably | ||
prone. | 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