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conditions [2019/12/30 16:38] – [Unconscious] andrewconditions [2020/01/15 15:26] – [Slowed] andrew
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 ===== Addled ===== ===== 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. +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 or effects that require [[concentration]].
  
 ===== Armless ===== ===== Armless =====
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 ===== Asleep ===== ===== Asleep =====
  
-<del>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 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 creatures attack rolls have disadvantage.+Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  
  
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 |12 |Try to flee| |12 |Try to flee|
  
-Confused spellcasters lose concentration.  +Confused spellcasters lose [[concentration]]
-===== Dazed =====+
  
-dazed character takes no actionsbut suffers no further penaltiesUnless mentioned otherwise, this + 
-effect lasts one round. A dazed spellcaster must make a concentration check to maintain any spells or effects they are concentrating on.+===== Cursed ===== 
 + 
 +cursed character finds they have awful luck doing things. They make all skill checks and attack rolls at disadvantageand any roll of a 1-3 acts as a [[durability|critical failure]]A curse might last for one round to a lifetimebut typically this condition only lasts for the duration of one fight 
  
 ===== 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 =====
  
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 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.  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 =====
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 ===== Drained ===== ===== 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.+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. 
 + 
 +===== 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 =====
  
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 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. A fascinated spellcaster automatically loses any spells or effects that require concentration.+free. A fascinated spellcaster automatically loses any spells or effects that require [[concentration]].
  
 ===== Frightened ===== ===== Frightened =====
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 The condition ends if the Grappler is incapacitated (see the condition). 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. 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 ===== ===== Incapacitated =====
  
-An incapacitated creature can’t take any [[actions]]. They immediately end any spells or effects that require concentration.+An incapacitated creature can’t take any [[actions]]. They immediately lose any spells or effects that require concentration.  
 ===== Invisible ===== ===== 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. +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.
-Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.+
  
  
 ===== 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.
  
 +===== Pained =====
 +A creature pained by injury or internal injury or perhaps suffering headaches from [[stress]] may not add their proficiency bonus to any skill checks. 
 ===== Paralyzed ===== ===== Paralyzed =====
  
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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.
 +
 ===== Petrified ===== ===== Petrified =====
  
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 A poisoned creature has disadvantage on Attack rolls and Ability Checks. A poisoned creature has disadvantage on Attack rolls and Ability Checks.
 +
 ===== Prone ===== ===== Prone =====
  
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 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 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.
 +
 +
 +
 +===== Slowed =====
 +
 +A slowed creature moves at half speed.  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 attack of any type during the round.
 +
 +===== Staggered =====
 +
 +The character can only use their Active action, losing both their Move and Quick actions in the round.   Unless mentioned otherwise, this effect lasts one round. Spellcasters who are Staggered must make a check to maintain [[concentration]] on a spell or effect. 
 +
  
 ===== Stressed ===== ===== Stressed =====
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 A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. 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. The creature automatically fails Strength and Dexterity Saving Throws.
-Attack rolls against the creature have advantage.+Attack rolls against the creature have advantage.   Unless mentioned otherwise, this effect lasts one round. Spellcasters who are Stunned must make a  check to maintain [[concentration]] on a spell or effect.  
 ===== Unconscious ===== ===== Unconscious =====
  
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 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.
  
------ 
  
  
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-===== 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. 
  
  
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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