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====Dread WIP====
====Dread====
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
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The effects of Dread can be suppressed for a time by means of supernatural emotional manipulation, and spells that cleanse the status effect of an individual removes half of the levels of dread that a character suffers from (minimum of 1). All dread effects end if a creature's dread level is reduced below 1. Resting after a stressful scenario reduces dread back to 0.
The effects of Dread can be suppressed for a time by means of supernatural emotional manipulation, and spells that cleanse the status effect of an individual removes half of the levels of dread that a character suffers from (minimum of 1). All dread effects end if a creature's dread level is reduced below 1. Resting after a stressful scenario reduces dread back to 0.


====Exhaustion WIP====
====Exhaustion====
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.
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
{| class="wikitable"
Level Effect
|+ Exhaustion
1 Disadvantage on ability checks
|-
2 Speed halved
! Level !! Effect
3 Disadvantage on attack rolls and saving throws
|-
4 Hit point maximum halved
| 1 || You have disadvantage on any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would.
5 Speed reduced to 0
|-
6 Death
| 2 || You begin to slow down and become unable to keep up as before. Your speed is halved.
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.
|-
 
| 3 || Your arms and legs become heavy, and you struggle to keep afloat. You have disadvantage on all attack rolls, and anything that requires you to use your physical and mental reflexes to escape a situation with a roll.
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.
|-
 
| 4 || Your hearty (or frail) constitution falters beneath the blood curdling desire to rest. You lose half your maximum hit points.
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.
|-
 
| 5 || You become solemnly unable to take another step, and your speed becomes 0 as you are prone to collapse at any given moment. While your body and consciousness fade in and out, you are still awake.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
|-
| 6 || Your body finally gives out beneath you, and you fall unconscious from fatigue.
|}
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 any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would. 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. Resting after a stressful scenario reduces exhaustion by 1, but a full nights rest reduces it to 0.

Revision as of 08:03, 2 September 2023

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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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

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

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.

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 disadvantage on all rolls against being frightened, and has disadvantage on all rolls that involve mentally keeping yourself in check (such as concentration). The effects of Dread can be suppressed for a time by means of supernatural emotional manipulation, and spells that cleanse the status effect of an individual removes half of the levels of dread that a character suffers from (minimum of 1). All dread effects end if a creature's dread level is reduced below 1. Resting after a stressful scenario reduces dread back to 0.

Exhaustion

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
Level Effect
1 You have disadvantage on any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would.
2 You begin to slow down and become unable to keep up as before. Your speed is halved.
3 Your arms and legs become heavy, and you struggle to keep afloat. You have disadvantage on all attack rolls, and anything that requires you to use your physical and mental reflexes to escape a situation with a roll.
4 Your hearty (or frail) constitution falters beneath the blood curdling desire to rest. You lose half your maximum hit points.
5 You become solemnly unable to take another step, and your speed becomes 0 as you are prone to collapse at any given moment. While your body and consciousness fade in and out, you are still awake.
6 Your body finally gives out beneath you, and you fall unconscious from fatigue.

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 any rolls that require you to go above and beyond what you normally would do, and even the more strenuous activities of what you would. 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. Resting after a stressful scenario reduces exhaustion by 1, but a full nights rest reduces it to 0.