Whoops! You seem to be hovering over the wrong button ❤ (close the window) BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Homebrew Conditions

These are new condition effects, adapted from the Pathfinder 2e rules to be used in DnD 5e. The aim is to make conditions more common in combat, but less debilitating or potentially deadly.   Blinded. You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you have disadvantage on Perception checks using other senses. You are immune to visual effects. Blinded overrides dazzled.   Broken. Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its bonus to AC, but it also imparts a penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.   A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, and so forth.   If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.   Clumsy. The clumsy condition comes with a penalty which applies to your Dexterity-based checks and DCs. This applies to your AC, Dexteriy saving throws, Ranged weapon attacks, and any skill check which uses your Dexterity modifier.   Concealed. While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.   Confused. Your wits have fled. You treat no creature as an ally. You must spend your turn making an attack or casting an offensive cantrip against a randomly determined creature, moving within range if necessary. If you have no viable targets, you attack yourself, hitting automatically. If you are otherwise incapable of making an attack, you spend your turn babbling incoherently. Each time you take damage from a spell or attack, you can attempt a DC 11 flat check, ending the confusion on a success.   Dazzled. Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.   Deafened. You can't hear. You automatically fail Perception checks that require you to be able to hear. You take a –2 penalty to Initiative checks and checks that involve sound but also rely on other senses. You are immune to auditory effects.   Doomed. A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. When you drop to 0 hit points, you immediately fail one death saving throw for each value of doomed that affects you. Your doomed value decreases by 1 each time you get a full night's rest.   Drained. When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Constitution saving throws. You also lose a number of hitpoints and reduce your hitpoint maximum by an amount equal to you level times the drained value. Losing these Hit Points doesn’t count as taking damage.   Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points accordingly.   Enfeebled. The enfeebled condition comes with a penalty which applies to your Strength-based checks and DCs, including Strength-based attack rolls, Strength-based damage rolls and Athletics checks.   Fascinated. You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 penalty to Perception and skill checks, and you can't maintain concentration unless the intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.   Fatigued. You're tired and can't summon much energy. You take a –1 penalty to AC and saving throws and you can't use exploration activities performed while traveling. You recover from fatigue after a full night's rest.   Fleeing. You're forced to run away due to fear or some other compulsion. On your turn, you must try to escape the source of the fleeing condition as expediently as possible (such as by using the Dash action to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Ready an action while fleeing.   Frightened. The frightened condition comes with a penalty that applies to all your checks and DCs (including armour class and initiative checks). Unless otherwise specified, at the end of each of your turns, the value of your frightened condition decreases by 1.   Grabbed. You're held in place by another creature, giving you the immobilized conditions. If you attempt to interract with objects while grabbed, you must succeed at a DC 5 flat check or fail to interract with it; roll the check after taking the action, but before any effects are applied.   Hidden. While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. You have advatnage on attack rolls against a creature you're hidden from, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.   A creature might be able to use the Seek action to try to observe you.   Immobilised. You can't move. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Strength DC) of the monster holding you in place.   Invisible. While invisible, you can't be seen. You're undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Stealth to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Stealth. You can't become observed while invisible except via special abilities or magic.   Paralyzed. Your body is frozen in place. Attacks against you are made with advantage, and can't act except to Recall Knowledge or use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can't Seek while paralyzed.   Persistent Damage. Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.   Petrified. You have been turned to stone. You can’t act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time.   Prone. You're lying on the ground. Attacks against you within 5 feet are made with advantage and your own attacks are made at disadvantage. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed). If you would be knocked prone while you're Climbing or Flying, you fall. You can't be knocked prone when Swimming.   Restrained. You're tied up and can barely move, or a creature has you pinned. You have immobilized conditions, attacks agains you are made with advantage, and you can't use any attack actions or manipulate objects except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.   Sickened. You feel ill. Sickened always includes a value. You take a penalty equal to this value to all of your checks and DCs (including armour class and initiative checks).   Additionally, you can't willingly ingest anything—including elixirs and potions—while sickened. You can spend your action retching in an attempt to recover, which lets you immediately attempt a Constitution saving throw against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 if you succeed by 10 or more).   Stunned. You've become senseless. Stunned usually includes a value. At the start of your turn, you lose a number of actions depending on your Stunned value. At stunned 1, you can take only an Action or a Bonus Action on your turn, not both. At stunned 2 you also reduce your movement speeds by half, and can only make up to 1 attack per turn.At Stunned 3, you cannot take any actions or move on your turn. At the end of your turn, reduced your stunned value by 3. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all of your actions and movement for the listed duration. Stunned overrides slowed.   Stupified. Your thoughts and instincts are clouded. Stupefied always includes a value. You take a penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.   Undetected. When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. You have advantage on attack rolls against creatures you are undetected by.   A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.   A creature can use the Seek action to try to find you.

Comments

Please Login in order to comment!