Environments and Conditions

Conditions

There are a few new conditions:  

Bleed

  • You take the listed amount of damage at the beginning of your turn each round until this condition ends.
  • Your bleeding can be stopped with a successful DC 15 Medicine check as an action, or through the application of any ability that restores Hit Points.
  • If you take two or more bleed effects, you take only the damage from the worst effect.
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    Burned

  • You are on fire. As long as you have this condition, at the start of your turn each round, you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
  • At the end of each of your turns that you are burning, you can attempt a Dexterity saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you remove the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
  • You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can drop any held items and spend an action to fall prone and roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
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    Frozen

  • A frozen creature is encased in ice and effectively in a temporary cryo-statis.
  • 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 except fire which it is immune to while under this condition.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
  • Diseases and Poisons

    Diseases and Poisons use a new rules system to standardize them somewhat and make them more dangerous and impactful. Diseases have multiple stages of effect with different levels of impact. Poisons have a variety of effects and can either cause disease or temporary effect, even death. Some poisons are even more potent and have their own stage track.   The Diseases and Poisons page details rules and several known poisons and diseases.  

    Radiation

    Radiation is a very real threat to adventurers, whether it’s the radiation emitted from stars or the radiation generated by various technological wonders of the universe. Radiation is a poison effect (see page 414) that weakens an affected creature’s Constitution and can also inflict an affected creature with a disease called radiation sickness. Radiation dangers are organized into four categories: low, medium, high, and severe. The effects of these categories of radiation are described below.  

    Radiation

    When a creature enters an area of radiation it begins having to make saves agsint being affected. Radiation is a Poison effect that follows the Constitution Progression Track. See Diseases and Poisons for the Progression Details.   Save: DC listed Below
    Track Constitution: Frequency; Every other start of the creature's turn
      Once the creature enters the Impaired state and for every state afterwards, it must make a new DC 18 Constitution save or contract Radiation Sickness.  
    Radiation LevelSave DC
    Low14
    Medium18
    High22
    Severe26
     

    Area of Effect

    Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by it. Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation spanning 20 feet to 40 feet from the center in all directions, and a similar zone of low radiation spanning 40 to 60 feet from the center.  

    Curing Radiation Effects

    A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting Remove Radioactivity has the same effect. As usual for poison effects, an affected creature requires rest to recover from radiation poisoning. Lesser Restoration doesn’t cure a creature of the effects of radiation poisoning, but [url:https://www.worldanvil.com/w/proxima-alatheia-frostsword/a/new-spells-article#remove-radioactivity|tab]Remove Radioactivity[/url does.   If a creature has been exposed to enough radiation, it might contract Radiation Sickness, which acts like a noncontagious disease. Symptoms of radiation sickness include nausea, vomiting, and loss of hair. Radiation sickness can be treated like any disease, although it can’t be cured with Lesser or Greater Restoration. Remove Radioactivity can cure radiation sickness when targetting a creature.  

    Environments

    The cosmos is made up of many different conditions and climates. Base rules for DnD had rules for underwater combat which have not changed. The details of this section is to document the variety of conditions adventurers will face and how to rule in those situation.   Environment Details can be broken down into:

    Articles under Environments and Conditions


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