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Status Effects: Difference between revisions

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!Saving Throw
!Saving Throw
|-
|-
!Bleeding
|Aid ♣
!-2 slashing damage at start of each turn and (unconfirmed) disadvantage on CON Saving Throws.
|Affected creatures have their maximum Hit Points increased for the duration of the spell. (+2 HP per spell level upcasted)
!Removed by healing.
|End of Combat or Long Rest
!CON
|—
|-
|Baned
|Up to 3 creatures receive a 1d4 penalty to attack rolls and saving throws.
|Disrupt or cancel concentration (10 turns)
|—
|-
|Blessed
|Up to 3 creatures receive a 1d4 bonus to attack rolls and saving throws.
|Disrupt or cancel concentration (10 turns)
|—
|-
|Bleeding
| -2 slashing damage at start of each turn and disadvantage(?) on CON saving throws.
|Removed by any healing
|CON
|-
|Blinded
|Disadvantage on Attack Rolls. Unable to target others with '''ranged''' spells or attacks. Attack rolls against affected have advantage.
|Remedial Potion, Lesser Restoration
|CON
|-
|Bloodless
| -1 to all saving throws
|Debuff lasts for 8 hours.
|—
|-
|Burning
|Burning for 1dX each turn.
<small>X depends on source(?).</small>
|Saving throw roll at turn start, Help, Teamwork
|CON
|-
|Charmed
|Cannot attack or negatively impact the spellcaster.
''<small>Effect ends early if the spellcaster or the spellcaster's ally hurts or negatively affects the target.</small>''
|Stillness of Mind, Greater Restoration, Countercharm
|WIS
|-
|Chest Trauma
|Cannot perform an action
|On your next turn
|CON
|-
|Dazed
|Has disadvantage on WIS Saving Throws, no reactions, and loses dexterity bonus to their AC.
|Teamwork, Help, Remedial Potion
|CON
|-
|Death Ward †
|Protects a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
|End of Combat or Long Rest
|—
|-
|False Life ❤︎
|Bolstered with a necromantic facsimile of life for +7 Hit Points. (+3 HP per spell level upcasted)
|End of Combat or Long Rest
|—
|-
|Frenzied Strain
|Frenzied Strike adds a stack of Frenzied Strain. The barbarian takes a '''-1''' penalty on Attack Rolls for every stack.
|End of Combat
|—
|-
|-
|Frightened
|Frightened
|May not move any closer to the caster and rolls disadvantage on ability checks and attack rolls.  
|May not move any closer to the caster and rolls disadvantage on ability checks and attack rolls.  
|Start turn, advantage if LOS from caster(?), removed by Heroism
|Saving throw roll at turn start, advantage if LOS from caster(?), removed by Heroism & Countercharm
|WIS
|WIS
|-
|-
|Slowed
|Gaping Wounds
|Movement is halved, AC and DEX saves are lowered by 2 and cannot use reactions.
|Successful attacks against the creature deal an additional 2⁠⁠ piercing damage.
|Remedial Potion, disrupt or cancel concentration. (10 turns)
|Removed by healing.
|WIS
|CON
|-
|Hasted
|Target gets +2 AC and +3 tiles of movement.  
|Disrupt or cancel concentration (5 turns) unless from Potion of Speed
|
|-
|-
|Lethargic
|Lethargic
|No movement, actions, or reactions are able to be used.
|No movement or reaction.
|Greater Restoration or wait 1 turn
|Greater Restoration or wait 1 turn
|—
|—
|-
|-
|Dazed
|Mage Armor ◆
|Has disadvantage on WIS Saving Throws, no reactions, and loses dexterity bonus to their AC.
|Surround an unarmored creature in a protective magical force. Its  AC increases to 13 + DEX.
|Teamwork, Help, Remedial Potion
|Long Rest or End of Combat
|CON
|—
|-
|Off Balance
|Disadvantage on STR and DEX Ability Checks, and  Attack Rolls against the entity have  Advantage.
|Taking damage, Help, Teamwork
|
|-
|-
|Prone
|Prone
|Attacks against a prone creature have advantage within 1 tile, also disadvantage on STR/DEX saving throws. Spend half movement to stand up.  
|Attacks against a prone creature have advantage within 1 tile, also disadvantage on STR/DEX saving throws. Spend half movement to stand up.  
|Use stand up RPR ability during turn.
|Use Stand Up ability during turn, spending half movement
|DEX/STR
|DEX/STR
|-
|-
|Blinded
|Rage
|Disadvantage on Attack Rolls. Unable to target others with '''ranged''' spells or attacks. Attack rolls against affected have advantage.
|Deal +3 damage with Melee weapons, gain Resistance to physical damage, and Advantage on STR saving throws.
|Remedial Potion, Lesser Restoration,
|Ends early if you don't attack an enemy or take damage by end of turn
|CON
|
|-
|Slowed
|Movement is halved, AC and DEX saves are lowered by 2 and cannot use reactions.
|Remedial Potion, disrupt or cancel concentration (10 turns)
|WIS
|-
|Weak Grip
|Disadvantage on  Attack Rolls and STR  Saving Throws.
|Help, Teamwork
|STR/DEX(?)
|}
<br>
<br>
{| class="wikitable"
|+ Maims
|-
! Maimed Part!! RPR Effects !! Additional Effects
|-
| Left or Right Arm ||-10 Hit Points|| Unable to use two handed weapons. If both arms are maimed then unable to cast spells with Somatic components.
|-
| Left or Right Leg||-10 Hit Points <br> -2 Movement|| Movement Penalty is cumulative.
|-
| Left or Right Eye|| -5 Perception|| If both eyes are maimed, the character is blind and cannot do anything requiring LoS.
|-
| Tongue|| -5 Deception <br> -5 Persuasion|| Unable to cast any spells with Verbal Components.
|}
|}

Latest revision as of 20:51, 17 May 2026

Status Effects
Status In-Combat Effect Means of Clearing Saving Throw
Aid ♣ Affected creatures have their maximum Hit Points increased for the duration of the spell. (+2 HP per spell level upcasted) End of Combat or Long Rest
Baned Up to 3 creatures receive a 1d4 penalty to attack rolls and saving throws. Disrupt or cancel concentration (10 turns)
Blessed Up to 3 creatures receive a 1d4 bonus to attack rolls and saving throws. Disrupt or cancel concentration (10 turns)
Bleeding -2 slashing damage at start of each turn and disadvantage(?) on CON saving throws. Removed by any healing CON
Blinded Disadvantage on Attack Rolls. Unable to target others with ranged spells or attacks. Attack rolls against affected have advantage. Remedial Potion, Lesser Restoration CON
Bloodless -1 to all saving throws Debuff lasts for 8 hours.
Burning Burning for 1dX each turn.

X depends on source(?).

Saving throw roll at turn start, Help, Teamwork CON
Charmed Cannot attack or negatively impact the spellcaster.

Effect ends early if the spellcaster or the spellcaster's ally hurts or negatively affects the target.

Stillness of Mind, Greater Restoration, Countercharm WIS
Chest Trauma Cannot perform an action On your next turn CON
Dazed Has disadvantage on WIS Saving Throws, no reactions, and loses dexterity bonus to their AC. Teamwork, Help, Remedial Potion CON
Death Ward † Protects a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left. End of Combat or Long Rest
False Life ❤︎ Bolstered with a necromantic facsimile of life for +7 Hit Points. (+3 HP per spell level upcasted) End of Combat or Long Rest
Frenzied Strain Frenzied Strike adds a stack of Frenzied Strain. The barbarian takes a -1 penalty on Attack Rolls for every stack. End of Combat
Frightened May not move any closer to the caster and rolls disadvantage on ability checks and attack rolls. Saving throw roll at turn start, advantage if LOS from caster(?), removed by Heroism & Countercharm WIS
Gaping Wounds Successful attacks against the creature deal an additional 2⁠⁠ piercing damage. Removed by healing. CON
Hasted Target gets +2 AC and +3 tiles of movement. Disrupt or cancel concentration (5 turns) unless from Potion of Speed
Lethargic No movement or reaction. Greater Restoration or wait 1 turn
Mage Armor ◆ Surround an unarmored creature in a protective magical force. Its  AC increases to 13 + DEX. Long Rest or End of Combat
Off Balance Disadvantage on STR and DEX Ability Checks, and  Attack Rolls against the entity have  Advantage. Taking damage, Help, Teamwork
Prone Attacks against a prone creature have advantage within 1 tile, also disadvantage on STR/DEX saving throws. Spend half movement to stand up. Use Stand Up ability during turn, spending half movement DEX/STR
Rage Deal +3 damage with Melee weapons, gain Resistance to physical damage, and Advantage on STR saving throws. Ends early if you don't attack an enemy or take damage by end of turn
Slowed Movement is halved, AC and DEX saves are lowered by 2 and cannot use reactions. Remedial Potion, disrupt or cancel concentration (10 turns) WIS
Weak Grip Disadvantage on  Attack Rolls and STR  Saving Throws. Help, Teamwork STR/DEX(?)



Maims
Maimed Part RPR Effects Additional Effects
Left or Right Arm -10 Hit Points Unable to use two handed weapons. If both arms are maimed then unable to cast spells with Somatic components.
Left or Right Leg -10 Hit Points
-2 Movement
Movement Penalty is cumulative.
Left or Right Eye -5 Perception If both eyes are maimed, the character is blind and cannot do anything requiring LoS.
Tongue -5 Deception
-5 Persuasion
Unable to cast any spells with Verbal Components.