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conditions [2019/12/28 01:08] – [Unconscious] andrewconditions [2020/01/09 15:53] – [Invisible] andrew
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- 
-===== 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. 
  
 ===== Addled ===== ===== Addled =====
  
-The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence-based checks. +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.
- +
-===== 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. +
- +
- +
-===== 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, and the creature’s Attack rolls have advantage. 
-===== 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. 
-===== 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 ===== ===== Armless =====
  
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 ===== Asleep ===== ===== Asleep =====
  
-Any 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 himselfAn asleep character is considered to be Helpless and probably +
-Prone.+
 ===== Blinded ===== ===== 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.
  
-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 ===== ===== Bloodied =====
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 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 ===== ===== Charmed =====
  
-A charmed character is friendly to the creature that caused the charmThat does not necessarily +A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects
-mean it will obey said creature. In many cases, a streetwise or influence proficiency check is required +The charmer has advantage on any ability check to interact socially with the creature. 
-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 ===== ===== Confused =====
  
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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
 + 
 +Confused spellcasters lose concentration.  
 + 
 + 
 +===== Cursed ===== 
 + 
 +A cursed character finds they have awful luck doing things. They make all skill checks and attack rolls at disadvantage, and any roll of a 1-3 acts as a [[durability|critical failure]]. A curse might last for one round to a lifetime, but typically this condition only lasts for the duration of one fight.  
 ===== 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. A dazed spellcaster must make a concentration check to maintain any spells or effects they are concentrating on. 
 ===== Deafened ===== ===== Deafened =====
  
 A deafened creature can’t hear and automatically fails any ability check that requires hearing. 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 ===== ===== 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 =====
  
-Disoriented creatures receive a -2 penalty to saving throws and attack rolls.+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.  
 + 
 +===== Distracted ===== 
 + 
 +Creatures distracted by nagging [[stress]] take a -2 penalty to armor class.
 ===== Dumb ===== ===== Dumb =====
  
-Your lips and tongue
are severed, mangled, or rendered inoperable. The victim cannot effectively +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.+speak, cast spells or use magic items involving speech, and they suffer a disadvantage to morale and 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. 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 +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. 
-attribute tests. A character can be drained several times, and the duration could be anywhere from + 
-one turn to permanent.+===== Encumbered ===== 
 + 
 +Items and weight are tracked in terms of 
 +load. Each item the size of a human head or 5 
 +lbs is considered 1 load. PCs are able to carry 
 +load equal to their Strength score without issue. 
 +A character carrying a load over their Strength score causes them to be 
 +encumbered.  
 + 
 +Encumbered characters reduce their speed by 5’ 
 +every point of load over their Strength, and forces 
 +disadvantage on all checks.
 ===== 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 a [[concentration|concentration check]] or the spell is
 lost. lost.
  
 ===== Exhausted ===== ===== Exhausted =====
 +An exhausted character has one or more levels of [[stress|exhaustion]].
  
 ===== 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 =====+ 
 +===== 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. A frightened spellcaster must make a concentration check or lose any spells or effects that require concentration.  
 + 
 +===== 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 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 creature can’t take any [[actions]]. They immediately lose 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 disadvantage, and the creature’s Attack rolls have advantage.
  
-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. 
-===== Immobilized ===== 
  
-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. While they gain +2 to 
-intimidate others, -4 to all other reaction rolls. +intimidate others, they suffer a disadvantage to any other Charisma based checks or skill checks.
-===== Panicked =====+
  
-panicked character does nothing but run away from the source of his fear taking the path of least +===== Pained ===== 
-resistance on their initiative card. If the panicked creature is trapped and may not flee, they may +creature pained by injury or internal injury or perhaps suffering headaches from [[stress]] may not add their proficiency bonus to any skill checks
-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 clearlyIf a paralyzed +A paralyzed creature is incapacitated (see the condition) and can’t move or speak
-character is attacked, he is hit automatically.+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 ===== ===== Petrified =====
  
-A petrified character has been turned into solid stone. He cannot move, does not think and will not +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. 
-remember anything that happened while he was petrified.+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 ===== 
 + 
 +A poisoned creature has disadvantage on Attack rolls and Ability Checks. 
 ===== Prone ===== ===== Prone =====
  
-A prone character lies on the ground. He needs to spend one round’s worth of movement to get up +A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. 
-againMeanwhile, he suffers a -2 armor class penalty against melee attacksa +2 armor class bonus +The creature has disadvantage on Attack rolls. 
-against ranged attacksa -4 melee attack skill penalty and cannot use ranged weapons expect for +An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwisethe Attack roll has disadvantage. 
-crossbows.+===== 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 ===== ===== 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 disadvantage on further morale checks and they can’t willingly move closer to the source of their fear. Shaken characters who fail their next morale roll are immediately Frightened. 
-rolls and a -2 on further morale checks. Shaken characters who fail morale roll are immediately + 
-Panicked.+
 ===== Sickened ===== ===== Sickened =====
  
-The character has caught a disease. He suffers -2 penalty to saving throwsattack skillarmor class, +The character has caught a disease, or is fighting off some other sort of ailment. He can only take MoveQuickor Active action each turn until this condition is healed. 
-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 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. 
 ===== Staggered ===== ===== Staggered =====
  
-The character can only attack or movebut may not do both. Unless mentioned otherwise, this effect +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.  
-lasts one round.+
  
 ===== Stressed ===== ===== Stressed =====
 +
 +A stressed character has one or more levels of [[stress]].
  
  
 ===== Stunned ===== ===== Stunned =====
  
-A stunned character drops everything he carries and cannot take any actionsAdditionally, he suffers +A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly
--2 armor class penalty.+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 ===== ===== Unconscious =====
  
-An unconscious character is like a character that is asleepbut cannot be easily awakened by loud +An unconscious creature is incapacitated (see the condition)can’t move or speak, and is unaware of its surroundings. 
-noise or light damage. An unconscious character is also considered to be helpless and probably +The creature drops whatever it’s holding and falls prone. 
-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. 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
  
 ----- -----
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 I'm going to add some particular conditions to reflect maimings from going to zero hit points, as well as conditions for new spells.  I'm going to add some particular conditions to reflect maimings from going to zero hit points, as well as conditions for new spells. 
 +
 +I've cleaned this up. Now 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