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=== Blinded ===
=== Blinded ===
* A blinded creature can’t see and automaticallyfails any ability check that requires sight.
* A blinded creature can’t see and automaticallyfails any ability check that requires sight.
* Attack rolls against the creature have advantage,and the creature’s attack rolls have disadvantage.
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.




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=== Deafened ===
=== Deafened ===
* A deafened creature can’t hear and automaticallyfails any ability check that requires hearing.
* A deafened creature can’t hear and automatically fails any ability check that requires hearing.




=== Exhaustion ===
=== Exhaustion ===
Some special abilities and environmental hazards, such asstarvation and the long-­‐term effects of freezing or scorching
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
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.
can give a creature one or more levels of exhaustion, as specified in the effect’s description.
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Slowed
=== Slowed ===
Crippled
* A Slowed creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions.
Frozen
* On its turn, it can use either an action or a bonus action, not both.
Burned
* Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Bleeding
 
Confused
=== Crippled ===
Shocked
* A Crippled creature is [[Afflictions#Prone|Prone]] and can't stand up while affected by the condition.
 
=== Frozen ===
* A frozen creature is is [[Afflictions#Restrained|Restrained]] and must succeed on a Constitution save against [[Afflictions#Exhaustion|Exhaustion] at the end of its turn.
* When a creature is sufficiently warmed by a potent heat source or fire damage, the affliction ends.
 
=== Burned ===
* A burned creature has vulnerability to fire damage
* A burned creature takes 1d6 fire damage for each 5ft it moves (forced movement does not count).
 
=== Bleeding ===
* A bleeding creature always has a bleeding value (default 1).
* At the start of it's turn it takes a number of d6 damage equal to it's bleeding value, and must afterwards make a Constitution saving throw equal to it's 10+it's bleeding value. On a succesful saving throw it's bleeding value is reduced by 1.
* A creature's bleeding value is also reduced each time it receives magical healing or makes a successful Medicine check (10+it's bleeding value).
* The maximum bleed value is 5 unless noted otherwise.
 
=== Confused ===
* You have a -2 penalty to AC and you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Ready action, or use reactions.
* You use all your actions to use melee weapon attacks or cast offensive cantrips, though the DM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth.
* Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit.
* If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.
 
=== Shocked ===
* A shocked creature has disadvantage on Strength and Dexterity ability checks and saving throws. It's speed is reduced by half and it cannot take reactions.
* If the shocked creature takes lightning damage, the condition’s duration is extended by 1 round (to a maximum determined by the effect that caused it).
* The condition ends at the end of the creature’s next turn, unless otherwise specified.
* A creature can use its action to make a Constitution saving throw (DC set by the effect); on a success, the condition ends early.

Latest revision as of 12:11, 8 February 2026

Blinded

  • A blinded creature can’t see and automaticallyfails 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 ortarget the charmer with harmful abilities or

magical effects.

  • The charmer has advantage on any ability check tointeract socially with the creature.


Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.


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.

Caption text
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.


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 thunder-­‐‑wave 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.


Slowed

  • A Slowed creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions.
  • On its turn, it can use either an action or a bonus action, not both.
  • Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Crippled

  • A Crippled creature is Prone and can't stand up while affected by the condition.

Frozen

  • A frozen creature is is Restrained and must succeed on a Constitution save against [[Afflictions#Exhaustion|Exhaustion] at the end of its turn.
  • When a creature is sufficiently warmed by a potent heat source or fire damage, the affliction ends.

Burned

  • A burned creature has vulnerability to fire damage
  • A burned creature takes 1d6 fire damage for each 5ft it moves (forced movement does not count).

Bleeding

  • A bleeding creature always has a bleeding value (default 1).
  • At the start of it's turn it takes a number of d6 damage equal to it's bleeding value, and must afterwards make a Constitution saving throw equal to it's 10+it's bleeding value. On a succesful saving throw it's bleeding value is reduced by 1.
  • A creature's bleeding value is also reduced each time it receives magical healing or makes a successful Medicine check (10+it's bleeding value).
  • The maximum bleed value is 5 unless noted otherwise.

Confused

  • You have a -2 penalty to AC and you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Ready action, or use reactions.
  • You use all your actions to use melee weapon attacks or cast offensive cantrips, though the DM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth.
  • Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit.
  • If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Shocked

  • A shocked creature has disadvantage on Strength and Dexterity ability checks and saving throws. It's speed is reduced by half and it cannot take reactions.
  • If the shocked creature takes lightning damage, the condition’s duration is extended by 1 round (to a maximum determined by the effect that caused it).
  • The condition ends at the end of the creature’s next turn, unless otherwise specified.
  • A creature can use its action to make a Constitution saving throw (DC set by the effect); on a success, the condition ends early.