Status Effects: Difference between revisions
No edit summary |
No edit summary |
||
Line 67: | Line 67: | ||
The world is full of shadows; cracks and crevices that lay at the edge of the known world. The depths of the world, and the empty vacuum of space, are rife with creatures and environments so alien and unknown that they can cause anxiety and fear in even the most stalwart individuals. Prolonged exposure to these environments, and the creatures that live within them, can lead to a special condition called dread. Dread, like exhaustion, is measured in six levels. A creature or environment can give a creature one or more levels of dread, as specified in the effect’s description, or by the DM’s discretion. | The world is full of shadows; cracks and crevices that lay at the edge of the known world. The depths of the world, and the empty vacuum of space, are rife with creatures and environments so alien and unknown that they can cause anxiety and fear in even the most stalwart individuals. Prolonged exposure to these environments, and the creatures that live within them, can lead to a special condition called dread. Dread, like exhaustion, is measured in six levels. A creature or environment can give a creature one or more levels of dread, as specified in the effect’s description, or by the DM’s discretion. | ||
Level | Level | ||
{| class="wikitable | {| class="wikitable" | ||
|+ | |+ Dread | ||
|- | |- | ||
! | ! Level !! Effect | ||
|- | |- | ||
| | | 1 || You make all saving throws to avoid being frightened at disadvantage. If you were immune to the frightened condition, you lose that immunity until your dread level reduces below 0. | ||
|- | |- | ||
| | | 2 || You begin to see and hear things that aren’t truly there. You have disadvantage on all rolls that involve mentally keeping yourself in check (such as concentration). Additionally, your DM may explain things that you see and hear that are not there. | ||
|- | |||
| 3 || Every time you see a creature you have not seen before, or hear a loud unknown sound, you must make roll to resist your fears (DC 14) or be frightened by it. | |||
|- | |||
| 4 || Roll a 1d20. On a 1-5, you are unable to concentrate beyond 1 turn until you dread level reduces. On a 6-10, you are deafened until your dread level reduces. On a 11-15, you are unable to speak until your dread level reduces. On a 16-20, you are blinded until your dread level reduces. | |||
|- | |||
| 5 || You suffer a mental break and become hysterical, and are unable to continue on without getting proper rest. Any attempts to push you beyond your current location without immediate chance at rest results in you lashing out at others and becoming inconsolable. | |||
|- | |||
| 6 || Your mind becomes unable to keep itself together, and you fall unconscious. | |||
|} | |} | ||
Revision as of 07:54, 2 September 2023
Overview
Status effects are the general side effects that can occur from a damage type, injury or effect of an ability that can hinder, empower or allow resistance to a variety of different damage types, or even just do something unique all its own.
Status Effects
All status effects will be listed here in their respective categories for viewing and comparison at any time.
Conditions
Things that directly affect the senses or movement, conditions are the status effects that generally inhibit beings that are affected by them, causing them to suffer from a variety of ill effects that can tip the scales of battle in the opposite direction. There is, however, a few exceptions to the rule that can occur from time to time.
- Blinded
- A blinded creature can’t see and automatically fails any roll that requires sight.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
- A blinded creature can’t see and automatically fails any roll that requires sight.
- 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.
- A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
- Deafened
- A deafened creature can’t hear and automatically fails any roll that requires hearing.
- Frightened
- A frightened creature has disadvantage on all 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 creature has disadvantage on all rolls while the source of its fear is within line of sight.
- 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 teleported away from its current location.
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- 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 if they are not detected by the person they are attacking.
- 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.
- Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails any rolls that physically affect their person. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 1 meter of the creature.
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- Petrified
- A petrified creature is transformed, along with any non-magical objects 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 any rolls that physically affect their person. 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 all rolls.
- Prone
- A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition by using half their movement speed. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 1 meter 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 any rolls involving dexterous action.
- Stunned
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails any rolls that physically affect their person. 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 any rolls that physically affect their person. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 1 meter of the creature.
Dread WIP
The world is full of shadows; cracks and crevices that lay at the edge of the known world. The depths of the world, and the empty vacuum of space, are rife with creatures and environments so alien and unknown that they can cause anxiety and fear in even the most stalwart individuals. Prolonged exposure to these environments, and the creatures that live within them, can lead to a special condition called dread. Dread, like exhaustion, is measured in six levels. A creature or environment can give a creature one or more levels of dread, as specified in the effect’s description, or by the DM’s discretion. Level
Level | Effect |
---|---|
1 | You make all saving throws to avoid being frightened at disadvantage. If you were immune to the frightened condition, you lose that immunity until your dread level reduces below 0. |
2 | You begin to see and hear things that aren’t truly there. You have disadvantage on all rolls that involve mentally keeping yourself in check (such as concentration). Additionally, your DM may explain things that you see and hear that are not there. |
3 | Every time you see a creature you have not seen before, or hear a loud unknown sound, you must make roll to resist your fears (DC 14) or be frightened by it. |
4 | Roll a 1d20. On a 1-5, you are unable to concentrate beyond 1 turn until you dread level reduces. On a 6-10, you are deafened until your dread level reduces. On a 11-15, you are unable to speak until your dread level reduces. On a 16-20, you are blinded until your dread level reduces. |
5 | You suffer a mental break and become hysterical, and are unable to continue on without getting proper rest. Any attempts to push you beyond your current location without immediate chance at rest results in you lashing out at others and becoming inconsolable. |
6 | Your mind becomes unable to keep itself together, and you fall unconscious. |
If a creature experiencing dread suffers another effect that causes dread, its current level of dread increases by the amount specified in the effect's description. A creature suffers the effect of its current level of dread as well as all lower levels. For example, a creature suffering level 2 dread has disdvantage on all saving throws against being frightened, and has disdvantage on wisdom and intelligence saving throws and checks. The effects of Dread can be suppressed for a time by means of a Calm Emotions spell, and Greater Restoration removes half of the levels of dread that a character suffers (minimum of 1). All dread effects ending if a creature's dread level is reduced below 1. Finishing a long rest reduces a creature's dread level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s dread level by 1.
Exhaustion WIP
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Exhaustion Effects Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.