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{{#invoke:spell|list|category= | {{#invoke:spell|list|category=condition}} |
Revision as of 16:40, 3 March 2023
Blinded
- You fail all actions requiring sight.
- You have disadvantage on attack rolls.
- Creatures using attack rolls against you have advantage.
Charmed
- The charmer have advantage when socially interacting with you.
- You cannot do any harmful actions targeting the charmer.
Deafened
- You fail all actions requiring hearing.
Dying
- Your concentration is broken.
- Your exhaustion level is increased by 1.
- While you are equal to or below 0 hit points, you must at the start of your turn succeed on a exhaustion contest check. The DL equals 10 + 2 for each level of exhaustion and is contested by your Constitution (Brawn). On a failure, you gain a level of exhaustion. This is cumulative.
- Exhaustion contest DL =
10 + (2 × exhaustion level)
- Exhaustion contest DL =
Exhaustion Level |
DL |
---|---|
0 | 10 |
1 | 12 |
2 | 14 |
3 | 16 |
4 | 18 |
5 | 20 |
6 | 22 |
7 | 24 |
8 | 26 |
9 | 28 |
Frightened
- You have Disadvantage on Attack rolls and Ability checks when you are within line of sight of the source of your fear.
- You cannot willingly move towards the source of your fear.
Hemorrhage
- At the start of your turn and when you use an action to physically move, you must succeed with a Fortitude save or you roll a Hit Dice and suffer the value as damage (this does not consume a hit dice).
- Physical movement includes movement actions. It does not include spells like misty step or similar teleportation spells where you do not utilize your movement.
Immobilized
Incapacitate
Invisible
- You are invisible to normal sight.
- Magical or special abilities are required to see you.
- You still make noise and leave tracks.
- Attacks against you have Disadvantage.
Madness
- You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
- Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
- Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
- Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.
Paralyzed
- You have the Incapacitated condition.
- You cannot move nor speak.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage
- Any attack that hits you are critical if they are made from within 5 feet of you.
Petrified
- You have the Incapacitated condition.
- You cannot move, speak or comprehend your surroundings.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage.
- You have Resistance to all damage.
- You are immune to Poisons and Diseases.
- Poisons and diseases your are already suffering from are suspended until you loose the Petrified condition.
Poisoned
- You have a disadvantage on attack rolls and ability checks.
Prone
- Your only movement option is Crawl.
- You have disadvantage on attack rolls.
- Attack rolls against you has advantage if they are made from within 2 meters of you.
- Attack rolls against you has disadvantage if they are made from further than 2 meters away from you.
Restrained
- You have the immobilized condition.
- Attack rolls against you have advantage
- Attack rolls by you have disadvantage.
- You have disadvantage on Reflex saving throws.
Rooted
- You have the Immobilized condition.
- You cannot move willingly nor unwillingly.
Slowed
- All movement has double the cost.
Stunned
- You have the Incapacitated condition.
- You cannot move and may only mumble if attempting to speak.
- You fail all Strength, Dexterity and Reflex saves.
- Attack rolls against you have Advantage.
Unconscious
- You have the Incapacitated and Prone condition.
- You cannot move, speak nor comprehend your surroundings.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage.
- Any attack that hits you are critical if they are made from within 5 feet of you.
Note! Attacks targeting you do not have Disadvantage due to the Prone condition when you are Unconscious.