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conditions [2019/12/28 00:53] – [Charmed] andrewconditions [2019/12/31 12:31] – [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.
  
-===== 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 including Arcane magic spell checks. Addled spellcasters may not cast or maintain spells it effects that require concentration.
  
 ===== 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, +Any character that is asleep is considered to be [[#unconscious|unconscious]]. 
-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 +===== Blinded ===== 
-Prone. +A blinded creature can’t see and automatically fails any ability check that requires sight. 
-Blinded +Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. 
-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 +===== Bloodied =====
-get another half-blinded status.+
  
-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 character is friendly to the creature that caused the charmThat does not necessarily +===== Charmed ===== 
-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 +A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects
-language or mode of communication+The charmer has advantage on any ability check to interact socially with the creature
-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^ Reaction^ 
-2 Attack Caster +||Attack source of confusion| 
-3-5 Attack caster or their allies +|3-5 |Attack source of confusion or their allies| 
-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+ 
 +Confused spellcasters lose concentration.  
 + 
 +===== 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. A dazed spellcaster must make a concentration check to maintain any spells or effects they are concentrating on. 
-Deafened + 
-A deafened character takes a -4 penalty to initiative rolls. +===== Deafened ===== 
-Disfigured+ 
 +A deafened creature can’t hear and automatically fails any ability check that requires hearing. 
 + 
 +===== Demoralized ===== 
 +A creature that has fallen into pessimism due to mistreatment or [[stress]] roll morale checks at disadvantage and any of their critical successes are treated as normal rolls. 
 +===== 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 and attack rolls. +===== 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 and attack rolls. Unless mentioned otherwise, this effect lasts one round. Disoriented spellcasters must make a check to maintain concentration.  
-speak, cast spells or use magic items involving speech, and they suffer a -4 penalty to reaction rolls. + 
-Dominated+===== Distracted ===== 
 + 
 +Creatures distracted by nagging [[stress]] take a -2 penalty to armor class. 
 +===== 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 disadvantage to morale and reaction rolls. 
 + 
 +===== 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. Dominated characters may continue to concentrate on spells and effects or dismiss them at the whim of the controlling creature.  
-Drained +===== Drained ===== 
-A drained character suffers a -1 penalty to attack skill, saving throws, proficiency checksand + 
-attribute tests. A character can be drained several times, and the duration could be anywhere from +A drained character suffers a -1 penalty to all checks and attacks. A character can be drained several times, each time increasing the penalty to checks and attacks. The duration could be anywhere from one round to permanent. Unless mentioned otherwise, this effect lasts for one minute or one fight whichever is longer
-one turn to permanent. + 
-Entangled +===== 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+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. lost.
  
-Exhausted +===== Exhausted ===== 
-Exhausted characters suffer a penalty of -1 on attack throws and damage rolls until they have rested +An exhausted character has one or more levels of [[stress|exhaustion]]
-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 check to break 
-free. +free. A fascinated spellcaster automatically loses any spells or effects that require concentration
-Helpless + 
-helpless character is paralyzed, held, bound, sleeping, unconscious or otherwise completely at an +===== Frightened ===== 
-opponent’s mercyA helpless target is treated as having a Dexterity of 0 (-5 AC modifieragainst + 
-ranged attacksAn enemy can use a melee weapon to deliver a coup-de-grace to a helpless foe using +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. A frightened spellcaster must make a concentration check or lose any spells or effects that require concentration.  
-by taking full round. An enemy can also use a bow or crossbow, provided he is adjacent to the + 
-target+===== Grappled ===== 
-Immobilized + 
-An immobilized character cannot move from the spotbut suffers no further penalties+A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. 
-Lame +The condition ends if the Grappler is incapacitated (see the condition). 
-Lame characters may only move at half their maximum speed and they lose all dexterity bonuses to+The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when creature is hurled away by an effect or spell. 
 + 
 +===== Haunted ===== 
 + 
 +A creature filled with dread or suffering from [[stress]] may take their Active action or Quick action each round, but not both. 
 +===== Incapacitated ===== 
 + 
 +An incapacitated can’t take any [[actions]]. They immediately end any spells or effects that require concentration.  
 + 
 +===== 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 disadvantageand 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. 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 + 
-The character has been gruesomely scarred. It is impossible for them to impersonate another+2 to +===== Mauled ===== 
-intimidate others, -4 to all other reaction rolls+ 
-Panicked +The character has been gruesomely scarred. It is impossible for them to impersonate another. While they gain +2 to 
-A panicked character does nothing but run away from the source of his fear taking the path of least +intimidate others, they suffer a disadvantage to any other Charisma based checks or skill checks
-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. +===== Pained ===== 
-Paralyzed +creature pained by injury or internal injury or perhaps suffering headaches from stress may not add their proficiency bonus to any skill checks.  
-A paralyzed character cannot attack, act, or move at all, but can take still think clearlyIf a paralyzed +===== Paralyzed ===== 
-character is attacked, he is hit automatically+ 
-Petrified +A paralyzed creature is incapacitated (see the condition) and can’t move or speak
-A petrified character has been turned into solid stone. He cannot move, does not think and will not +The creature automatically fails Strength and Dexterity Saving Throws. 
-remember anything that happened while he was petrified+Attack rolls against the creature have advantage. 
-Prone +Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature
-prone character lies on the groundHe needs to spend one round’s worth of movement to get up + 
-againMeanwhile, he suffers a -2 armor class penalty against melee attacksa +2 armor class bonus +===== Petrified ===== 
-against ranged attacksa -4 melee attack skill penalty and cannot use ranged weapons expect for + 
-crossbows+A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into solid inanimate substance (usually stone)Its weight increases by a factor of ten, and it ceases aging. 
-Scarred+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. Petrified spellcasters lose any spells or effects that require concentration
 + 
 +===== Poisoned ===== 
 + 
 +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. Otherwisethe 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 checks
 + 
 +===== 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 characters are afraid of something, but still in the fight. They suffer a -2 penalty to attack skill +===== Shaken ===== 
-rolls and a -2 on further morale checks. Shaken characters who fail a morale roll are immediately + 
-Panicked+ 
-Sickened +Shaken characters are afraid of something, but still in the fight. They suffer a -2 penalty on further morale checks and they can’t willingly move closer to the source of their fear. Shaken characters who fail a morale roll are immediately Frightened
-The character has caught a disease. He suffers a -2 penalty to saving throws, attack skill, armor class, + 
-ability checks and proficiency checks+ 
-Slowed +===== Sickened ===== 
-A slowed character moves at half speed and has his initiative phase after all other combatants+ 
-Staggered +The character has caught a disease. He suffers a -2 penalty on Attack rolls and Ability Checks
-The character can only attack or movebut may not do both. Unless mentioned otherwise, this effect + 
-lasts one round. +===== Slowed ===== 
-Stunned + 
-A stunned character drops everything he carries and cannot take any actionsAdditionally, he suffers +A slowed creature moves at half speed and may only It takes a -2 penalty to AC and Dexterity based checks, and it can't use [[actions|Quick actions]]. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn. 
--2 armor class penalty+ 
-Unconscious +===== Staggered ===== 
-An unconscious character is like a character that is asleepbut cannot be easily awakened by loud + 
-noise or light damageAn unconscious character is also considered to be helpless and probably +The character can only use their Active actionlosing both their Move and Quick actions in the turn  Unless mentioned otherwise, this effect lasts one round. Spellcasters who are Staggered must make a  check to maintain [[concentration]] on a spell or effect.  
-prone.+ 
 + 
 +===== 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.   Unless mentioned otherwise, this effect lasts one round. Spellcasters who are Stunned must make  check to maintain [[concentration]] on a spell or effect.  
 + 
 +===== 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 checks. 
 +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. 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 +----- 
 + 
 +====== Design Notes ====== 
 + 
 +I'm going to add some particular conditions to reflect maimings from going to zero hit pointsas well as conditions for new spells.  
 + 
 +I've cleaned this upNow I just need to connect the maimings to the appropriate tables and add the effects to the appropriate spells. I've added a few new conditions that are re-used a lot such as Confusion and Slowed, as well as a few cases that aren't as awful as Stunned or Paralyzed for lower level play which could be useful when making monsters
  
 +Dread - May take their Active action or Quick action each round, but not both.
 +Headaches - Proficiency bonus not added to checks.
 +Pessimism - Critical successes are treated as normal rolls.
conditions.txt · Last modified: 2020/03/12 15:10 by andrew