Status Effects

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Revision as of 10:32, 1 September 2023 by Kyle1322 (talk | contribs)

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.

Positive Conditions

Things that directly affect the senses or movement, positive conditions are the status effects that generally assist and buff beings that are affected by them, allowing them to reach heights they never could, run faster then they ever did, and throw stronger than ever before. They an also affect hearing, eyesight, touch, and many others.

  • Haste
    • A status effect which allows the creature to move at twice their speed, and allows them to take two actions instead of one per turn. Though powerful, after the effect of haste ends, the target is stunned for one turn and gains a stack of exhaustion.


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 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 wisdom and intelligence saving throws and ability checks. 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 a Wisdom saving throw DC 14 or be frightened by it. 4 Roll a 1d20. On a 1-5, roll two more d20s, you suffer the effects of both results. 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 fall unconscious until your dread level reduces. 6 Death

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.





got that dawg in em

Blinded 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. 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 ability check that requires hearing.

Frightened A frightened creature has disadvantage on ability checks and attack 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 hurled away by the thunderwave spell. 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. Paralyzed A paralyzed creature is incapacitated (see the condition) and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. 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. Petrified A petrified creature is transformed, along with any nonmagical object 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 Strength and Dexterity saving throws. 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 attack rolls and ability checks. Prone A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet 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 Dexterity saving throws. Stunned 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. 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 Strength and Dexterity saving throws. 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.