Condition (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Differences from 5e

A game effect can impose a condition on a creature or sometimes an object.

  • Conditions don't stack. You either have the condition or you don't.
  • A condition lasts as long as the imposing effect specifies. Sometimes a conditions can end under its own terms as described under the condition.
  • If multiple effects impose the same condition on a creature, each has its own duration, but the condition doesn't change.

Resistance, Immunity, and Vulnerability

  • If a creature has resistance to a condition, it has advantage on all saves to prevent or end that condition on itself. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
  • If a creature has vulnerability to a condition, it has disadvantage on all saves to prevent or end that condition on itself. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
  • If a creature has immunity to a condition, it can never have that condition. If the creature gains immunity to a condition it already has, that condition ends immediately.

Blinded

Charmed

  • Your attacks or harmful effects cannot target the creature who Charmed you.
  • The creature who Charmed you has advantage on Charisma checks made to Influence or socially interact with you.

Concentration

A spell or other effect sometimes requires you to maintain Concentration. If you lose Concentration, the effect ends. You lose Concentration if:

  • You become Distracted or Incapacitated.
  • You begin Concentration on a different effect. This ends Concentration on any previous effect.
  • At any time, you choose to end your Concentration (no action or reaction required).

Additionally, each time you take damage, make a Constitution save. The DC is either 10 or half the damage taken, whichever is higher. On a failed save you lose Concentration.

Disarmed

When you're Disarmed, you are forced to drop one item you're holding or release one creature you've Grappled.

If there are multiple options — and you were not Disarmed of "everything" — creature who Disarmed you chooses which item or creature.

This condition ends as soon as the drop or release has occurred.

Exposed

If you are Exposed to an attack, the attacker has a +2 bonus to the attack rollunless the attack roll is also affected by advantage, disadvantage, or cover.

Falling

  • Immediately and again at the start of each of your turns, you fall up to 500 feet downward til you hit a surface, at which point this condition ends.
  • Upon landing you take 1d6 bash damage for every 10 feet you fell, to a maximum of 20d6 at 200 feet. You land Prone unless you avoid all of this damage.
  • Before you've fallen 10 feet, you can use your reaction to arrest your fall by grabbing a handhold with a free hand. Arresting your fall this way still renders you Prone.
  • Into Water. If you land in water or a similar fluid, treat the fall as being 50 feet less than it actually is.
  • Flying. If you become Incapacitated or Prone while airborne and begin Falling as a result, ending the Incapacitated or Prone condition on yourself ends the fall.

Fast

Your movement is doubled. For every 2 feet you move, you expend only 1 foot of your speed. For example, to move a distance 10 feet it costs you 5 feet of speed.

Frightened

Gashed

Grappled

Highlighted

Ignited

You take 1d6 fire damage at the start of each of your turns.

If the igniting effect specifies a different damage amount or type, you take that damage instead.

You or an ally within 5 feet of you can use a Help action to extinguish the fire and end this condition. This condition also ends if you become Soaked or enter a strong wind.

Incapacitated

Invisible

  • You and any items on your person can't be seen. Thus you can't be targeted with an effect that needs a seen target. You can still be affected by attack rolls, if a creature correctly targets within a 5-foot square centered on you.
  • Attack rolls targeting you have disadvantage, and your attack rolls have advantage.
  • If a creature can somehow see you, such as through a special sense, you don't have these benefits against that creature and its attack rolls against you are unaffected.

Poisoned

You have disadvantage on all attack rolls and ability checks.

Resistance, immunity, or vulnerability to poison damage respectively grants resistance, immunity, or vulnerability to the Poisoned condition—and vice versa.

Prone

  • You are Slowed and Exposed.
  • You have disadvantage on all attack rolls.
  • You have half cover if the attacker is more than 20 feet away from you, and your size isn't greater than Large.
  • As part of your move, you can spend half of your speed to recover from this condition. You can't do so if your speed has been reduced to 0.
  • You or an ally within 5 feet of you can use the Help action to help you up, ending this condition.
  • Flying. If you are aloft due only to a fly speed, you begin Falling.
  • Vehicle. A land or sea vehicle that's been knocked Prone has its speed reduced to 0, and its speed can't change. Hauling creatures can lift the vehicle out of being Prone with a Use action.

Shapeshifted

  • Your body is completely transformed into a different creature or object specified by the shapeshifting effect.
  • Any items you wear or carry are melded into your new form and cannot be removed or used until this condition ends.
  • You use the game statistics of the new form instead of your own, including ability scores and hit points but excluding Hit Dice. You cannot use spells or other features exclusive to your original form, but you can maintain Concentration. You retain your personality.
  • If the new form is an inanimate object, you are Unconscious until this condition ends.
  • If you drop to 0 hit points, this condition ends, and any excess damage is carried over to your original hit points.

Shoved

When you're Shoved, you are forcefully moved 5 feet — unless the shoving effect specifies a different distance.

  • The creature who shoved you chooses which direction you move — unless the effect specifies a direction, such as "directly away" or in a "random direction."
  • This movement doesn't reduce your speed and never provokes any reaction otherwise triggered by movement, such as an opportunity attack.
  • This condition ends as soon as the move has finished.

Slowed

Your movement is halved. For each foot you move, you must expend 1 extra foot of your speed. For example, to move a distance 5 feet it costs you 10 feet of speed.

Soaked

When any creature becomes submerged in water, it becomes Soaked. While you're Soaked, you have resistance to fire damage and cannot be Ignited.

You're no longer Soaked after you take fire damage, or if you spend a phase out of water in above-freezing temperatures. With access to a towel or common clothes, you or an ally can dry you using a Help action, ending this condition abruptly.

Stuffed

  • You cannot consume food, water, or potions.
  • After a Break, you're no longer Stuffed.

Suffocating

If you must breathe and can no longer hold your breath, you are Suffocating. While you have this condition:

  • At the end of each of your turns you must succeed on a DC 20 Constitution save or lose a Hit Die.
  • Once you can breathe again, you are no longer Suffocating, and you instantly recover all Hit Dice lost this way.

Any creature immune to the Suffocating condition has no need to breathe.

Surprised

  • You can't move nor take any actions.
  • You are Exposed to all attacks.
  • Once your turn ends, you are no longer Surprised.

Threatened

You are Threatened whenever you are within 5 feet of an enemy who can see you and who isn't Incapacitated.

While you are Threatened, you have disadvantage on ranged attack rolls.

Unconscious

When you fall Unconscious, you are Disarmed of everything you're holding and you fall Prone. While you remain Unconscious:

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