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conditions [2019/12/31 12:14] – [Disoriented] 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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 |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 +===== Cursed ===== 
-effect lasts one round. A dazed spellcaster must make a concentration check to maintain any spells or effects they are concentrating on.+ 
 +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 =====
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 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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 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. 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 check 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 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.+
  
  
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 intimidate others, they suffer a disadvantage to any other Charisma based checks or skill checks. 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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-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 morale roll are immediately Frightened.+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.
  
  
-===== Sickened ===== 
- 
-The character has caught a disease. He suffers a -2 penalty on Attack rolls and Ability Checks. 
  
 ===== Slowed ===== ===== Slowed =====
  
-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'Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.+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'abilities or magic items, it can't make more than one attack of any type during the round.
  
 ===== Staggered ===== ===== Staggered =====
  
-The character can only use their Active action, losing 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. +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. 
  
  
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 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.  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