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conditions [2019/12/28 01:00] – [Charmed] andrewconditions [2019/12/28 22:43] – [Addled] andrew
Line 6: Line 6:
  
  
 +
 +===== 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.
 +
 +===== 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 =====
Line 11: Line 29:
 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.+===== 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 =====
Line 20: Line 40:
 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 ===== ===== Frightened =====
  
-A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. +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. 
-The creature can’t willingly move closer to the source of its fear.+
 ===== Grappled ===== ===== Grappled =====
  
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 ===== Incapacitated ===== ===== Incapacitated =====
  
-An incapacitated creature can’t take Actions or reactions.+An incapacitated creature can’t take any [[actions]].
 ===== Invisible ===== ===== Invisible =====
  
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 Attack rolls against the creature have advantage. 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. 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 ===== ===== Helpless =====
  
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 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