conditions
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conditions [2019/12/30 16:41] – andrew | conditions [2020/02/04 15:13] – [Frightened] 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 | + | 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 |
===== Armless ===== | ===== Armless ===== | ||
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===== Asleep ===== | ===== Asleep ===== | ||
- | <del>Any character that is asleep | + | Any character that is asleep is considered to be [[# |
- | 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 | + | |
- | Prone.</ | + | |
===== 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 creature’s 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 ===== | + | |
- | A dazed character | + | |
- | effect | + | ===== Cursed ===== |
+ | |||
+ | A cursed | ||
===== 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 | + | 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 | + | speak, cast spells or use magic items involving speech, and they suffer a disadvantage |
===== 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, | + | A drained character suffers a -1 penalty to all checks and attacks. A character can be drained several times, |
+ | |||
+ | ===== 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 | + | the effect lasts. If he is threatened, the character is permitted an appropriate |
- | 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 |
===== Frightened ===== | ===== Frightened ===== | ||
- | A frightened creature has disadvantage on Ability Checks | + | A frightened creature has disadvantage on ability checks |
===== Grappled ===== | ===== Grappled ===== | ||
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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 | + | An incapacitated creature can’t take any [[actions]]. They immediately |
===== Invisible ===== | ===== Invisible ===== | ||
- | An invisible creature is impossible to see without the aid of magic or a Special | + | An invisible creature is impossible to see without the aid of magic or a special |
- | Attack rolls against the creature have disadvantage, | + | |
===== Lame ===== | ===== Lame ===== | ||
- | Lame characters may only move at half their maximum speed and they lose all dexterity | + | Lame characters may only move at half their maximum speed and they lose all Dexterity |
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, | + | intimidate others, |
+ | ===== 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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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. | ||
The creature has disadvantage on Dexterity checks. | The creature has disadvantage on Dexterity checks. | ||
+ | |||
+ | =====Routed===== | ||
+ | The creature has failed a morale check. | ||
===== Scarred ===== | ===== Scarred ===== | ||
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- | Shaken characters are afraid of something, but still in the fight. They suffer | + | Shaken characters are afraid of something, but still in the fight. They suffer |
- | 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, | + | ===== Slowed ===== |
- | ability checks and proficiency checks. | + | |
+ | A slowed creature moves at half speed. | ||
- | |||
- | ===== Slowed ===== | ||
- | |||
- | A slowed character moves at half speed and has his initiative phase after all other combatants. | ||
===== Staggered ===== | ===== Staggered ===== | ||
- | The character can only use their Active action, losing both their Move and Quick actions in the turn. | + | The character can only use their Active action, losing both their Move and Quick actions in the round. |
- | lasts one round. | + | |
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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. |
===== Unconscious ===== | ===== Unconscious ===== | ||
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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. | ||
- | This still needs some work, but it is about 80% complete. | + | 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