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Conditions

The following conditions are the conditions that can generally be apply to and from characters in the world of Ashieldr.

AntiHeal (Necrotic) A creature with the anti heal condition has a set value that is "healed" instead, whenever they receive healing the total is reduced by the amount of anti heal the creature has, at which point either the healing is fully consumed by the anti heal and the condition is lowered to the "unused" anti heal amount, or the healing is applied but reduced by the full value of the anti heal. A creature resistant or immune to Necrotic damage is also immune to this condition.

Bleed A creature with the bleed condition (caused by bleed damage) takes a set amount of damage at the start of each of their turns, they continue to take the damage until the creature receives any form of magical healing, or another creature makes a medicine check dc 10 or half the damage (whichever is higher). some sources of bleed will specify additional rules.

Burning A creature that is burning has a set "fire dice" which they take at the end of each of their turns, this dice is determined by the source that caused it, and the condition lasts until either the creature submerges themselves in water, they fall prone and spend their action and entire movement, or another creature uses their action to put out the fire. Some sources will specify another method of putting out the fire as an option, or the only way it can be put out.

If an object is burning, a creature that enters the objects space, or starts its turn there takes the "fire dice" fire damage as a result.

Dazed A dazed creature can only take an action or a bonus action on its turn -- not both. It also can't reactions. Lastly, a dazed creature has disadvantage on saving throws against being stunned. The dazed condition ends immediately if the target becomes stunned. If an already dazed creature is affected by another source of dazed, they become stunned.

Demented Under conditions of extreme stress the mortal mind is easily shattered. A creature suffering from demented automatically fails wisdom checks or saving throws, has disadvantage on attack rolls, cannot willingly move towards the cause of its demenation and takes 1d4 psychic damage at the start of each of its turns. This damage cannot kill the target, instead they fall unconscious until the condition is removed. Removal of this magic requires an effect of power level equal to greater restoration or higher.

Exposed A creature which becomes exposed always becomes exposed to a particular damage type, specified by the effect which imposed the condition. While exposed, the following effects apply to the specified damage type: Any immunity the target had to the damage type is reduced to resistance, and any resistance they had to the damage type is nullified. If a creature has no resistance to a damage type, they become vulnerable. Exposed can be stacked from multiple sources,

Goaded A creature under the goaded condition gains disadvantage on any attack roll they make against targets that are not the creature that inflicted the condition on them. Additionally as a reaction to a goaded creature starting its turn, the inflictor can force said creature to make their first attack against the inflictor.

A creature cannot be under the effects of Goaded by more than one creature, instead treating the most recent source of this condition as the inflictor.

Poison A creature with the poison condition suffers from XDX damage at the start of each of its turns, as well as any additional effects of the poison. At the end of each of the creatures turns, it may make a save against poison dc, on success lowering the amount of damage die rolled by one. When the damage die of this condition becomes 0dX, The condition ends. Some poisons may specify an additional way the poison's effects end.

Shaken A shaken creature can't willingly move closer to the source of its condition, and it has disadvantage on saving throws against being frightened. The condition ends immediately if the target becomes frightened. If the creature is under the effects of multiple sources of shaken it becomes frightened until it is only under the effects of one source. This counts as a fear effect.

Staggered While staggered, a creature takes its turns on initiative count 0, regardless of its actual initiative. Additionally, while staggered, standing from prone costs twice as much movement. Any feature that resists, ends, or empowers the prone condition also affects this condition.

Hobbled A hobbled creature must spend 2 feet of movement for every 1 foot it moves, and it has disadvantage on saving throws against being restrained. If a hobbled creature is under the effect of this condition from multiple sources, its speed becomes 0 until only one source remains.

Linked A free-moving target (like a creature or ship) is Linked when it is attached to another free-moving target or a grounded object (one that is fixed to the ground, like a pier or a tree) by a piece of flexible material. When two targets are connected in such a way, they both have the Linked condition.
This condition is always followed by information in parentheses that indicates the object by which the two targets are Linked, as well as that object’s AC, DT, HP, and any damage Resistances and Immunities.
For example: “Linked (steel cable: AC 19, DT 10, HP 12; Immunity to all damage except Acid, Force, and Slashing)”.
Linked targets follow these rules:
- A creature can’t move further away from the target to which it is Linked if that target weighs more than the creature’s drag capacity.
- A creature can drag an object to which it is Linked if it weighs less than the creature's drag capacity and isn't firmly connected to a grounded object.
- If a creature is Linked to an unwilling creature that weighs less than its drag capacity, it can make a contested Strength (Athletics) check against that unwilling creature when it tries to move away from it (no action required). On a success, the creature can drag the unwilling creature until the end of the turn, expending 2 feet of movement for every foot it moves. A creature two or more sizes larger than the other automatically succeeds on this contested check.
- A target can move closer to a target to which it is Linked. Unless otherwise stated, the flexible material that links two creatures is assumed to be taken in as two Linked targets get closer to one another.
- If the Linked targets are both floating (such as ships on water or airships in the air), and the connecting flexible material is shortened (such as by a winch reeling in a cable), the lighter target is pulled towards the heavier one.
- Targets stop being Linked if the object connecting them is reduced to 0 Hit Points.

Elemental Conditions

Afflicted (Poison) An afflicted creature also has disadvantage on saving throws while it is poisoned. If an afflicted creature would gain this condition again, it takes 1d6 poison damage.

Anchored (Force) An Anchored creature can't teleport or enter the ethereal plane. If an Anchored creature would gain this condition again, it takes 1d6 force damage. A creature resistant or immune to Force damage is also immune to this condition.

Branded (Radiant) A branded creature sheds bright light in a 5 foot radius and dim light for an additional 5 feet, and has disadvantage on Wisdom (Perception) checks. If a creature would gain this condition again, it instead takes 1d6 radiant damage. A creature resistant or immune to radiant damage is also immune to this condition.

Chilled(Cold) A chilled creature can't increase its speed or gain additional movement. If a creature would gain this condition again, it instead takes 1d6 cold damage. A creature resistant or immune to cold damage is also immune to this condition.

Corroding(Acid) A corroding creature loses 1 AC when it gains the condition and whenever it takes acid damage, to a maximum of the inflictors pb. This Penalty can stack and resets at the start of each of the creature's turns while corroding, or when the condition ends. If a creature would gain this condition again, it instead takes 1d6 Acid damage. A creature resistant or immune to Acid damage is also immune to this condition.

Decaying(Necrotic) When a decaying creature would regain hit points, it regains only half as many. If a decaying creature would gain this condition again, it takes 1d6 necrotic damage. A creature resistant or immune to necrotic damage is also immune to this condition.

Resonant(Thunder) A resonant creature is deafened and has disadvantage on Dexterity (Stealth) checks. If a creature would gain this condition again, it instead takes 1d6 Thunder damage. A creature resistant or immune to Thunder damage is also immune to this condition.

Scorched(Fire) A scorched creature has disadvantage on Constitution saving throws to resist exhaustion or maintain concentration. If a scorched creature would gain the condition again, it takes 1d6 fire damage. A creature resistant or immune to fire damage is also immune to this condition.

Shocked (Lightning) A shocked creature can't take reactions. If a shocked creature would gain the condition again, it takes 1d6 lightning damage. A creature resistant or immune to lightning damage is also immune to this condition.

Stupefied(Psychic) A Stupefied creature has disadvantage on Intelligence saving throws. If a stupefied creature would gain the condition again, it takes 1d6 psychic damage. A creature resistant or immune to psychic damage is also immune to this condition.


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