Status Effects (Project Moon Supplement)

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Negative Status[edit]

Burn[edit]

At the beginning of every round, they will take X fire damage based on the amount of burn stacks they have. The burn stacks will be divided in half after dealing damage (Rounded Down).

Bleed[edit]

Whenever a creature with bleed does an attack action, or imposes a saving throw, they will take X necrotic damage based on the amount of bleed stacks they have and the stack will be divided in half (Rounded Down). The affected creature can make a DC 15 Constitution saving throw to reduce the bleed stack in half without taking damage, and upon failing they will take the bleed damage. When a creature receives healing, it loses Bleed stacks equal to the healing. For Bloodfiends, whenever a creature dies, any bleed they have or would receive turns into Bloodfeast

Tremor[edit]

For every 10 stacks of tremor, Target's AC is lowered by one. Upon inflicting Tremor Burst, the target with Tremor must make a Constitution saving throw with DC being equal to the Tremor stack. On fail, the target is Stunned. After Tremor Burst, Tremor on a target is halved.

Tremor Burst[edit]

Stated in certain skills. Targets inflicted with tremor burst while at 10 or more Tremor must make a Constitution saving throw with a DC equal to the Tremor stack. On failure they are stunned. After Tremor Burst, Tremor on a target is halved. For every Tremor Burst after the first, increase the minimum required Tremor to burst by 10, calculating the DC as if it was -10 the Tremor Stack.

Amplitude Convertion[edit]

Upon using Amplitude Conversion, convert one type of Tremor into another. All future Tremor application to a target with an altered Tremor type will become that altered type.

(Ex: 10 Tremor stacks were converted to Tremor - Chain, ally inflicts +2 Tremor, target is now inflicted with 12 total Tremor - Chain)

Amplitude Entanglement[edit]

Upon using Amplitude Entanglement, turn tremor into Tremor - Superposition. Tremor - Superposition has both special functions of different types of Tremor, and lasts until start of your next turn. On start of your next turn, convert Tremor - Superposition into Tremor.

Tremor - Reverberation[edit]

Acts as a normal Tremor in terms of infliction and bursting. Upon Tremor Burst, deal damage equal to amount of Tremor on target.

Tremor - Distribution[edit]

You and all allied creatures in combat gain bonus to attack rolls depending of the amount of stacks of Tremor - Distribution up to stack of Tremor divided by amount of allied creatures in combat(rounded down) with a maximum up to +3. In order to gain any bonuses from Tremor - Distribution, at least half of allied creatures need to have stacks of Tremor - Distribution. Stacks of Tremor - Distribution halves at the start of your next turn.

Tremor - Chain[edit]

Acts as a normal Tremor in terms of infliction and Bursting. For every 10 stacks, Tremor - Chain will inflict the target with 1 Offense Level Down when they engage in a clash up to a max of 3.

Tremor - Decay[edit]

Acts as a normal Tremor in terms of infliction and Bursting. For every 12 Tremor stacks, the creature suffers Defense Level Down(max 2 Defense Level Down).

Rupture[edit]

For every stack of Rupture a creature has, it will take X true damage upon being hit, and the stack will be reduced in half (Rounded Down).

Sinking[edit]

For every 5 Sinking stacks, the inflicted creature will lose a -1 to it's attack rolls, and saving throws. Sinking stacks will be cut in half at the end of the creatures turn (Rounded Down),

Positive Status[edit]

Poise[edit]

For every Poise stack, the creature will increase it's critical hit range by one, to a maximum of it's proficiency bonus. Upon landing a critical hit with the effects of Poise, all poise will be lost.

Charge[edit]

Charge potency can be saved to use for later, Charge potency will go down by one at the end of your turn.

Buffs[edit]

Protection[edit]

Decrease the damage rolls by one dice tier per stack against creatures with Protection. Protection stacks are reduced to 0 at the start of your next turn.

Haste[edit]

Increase movement speed by 10ft per stack of Haste. If movement speed doubles your base movement due to Haste stacks, you may ignore difficult terrain and may disengage as a free action. Haste is reduced to 0 at the start of your next turn.

Offense Level Up[edit]

Increase damage rolls by one dice tier per stack of Attack Power Up. Attack Power Up stacks are reduced to 0 at the start of your next turn.

Defense Level Up[edit]

For every Defense Level Up you have, gain a +1 to AC and saving throws. Defense Level Up fully depletes at the start of your next turn unless stated otherwise.

Debuffs[edit]

Fragile[edit]

Increase the damage rolls by one dice tier per stack against creatures with Fragile. Fragile stacks are reduced to 0 at the start of your next turn.

Paralysis[edit]

When rolling any dice while inflicted with paralysis stacks (different than the paralyzed base dnd condition) forgo all bonuses to the roll then reduce paralysis stacks by 1. Paralysis fully depletes at the start of your next turn

Bind[edit]

Decrease movement speed by 10ft per stack of bind. If movement speed drops to 0 due to bind, become restrained. Bind is reduced to 0 at the start of your next turn.

Offense Level Down[edit]

Decrease damage rolls by one dice tier per stack of Attack Power Down. Attack Power Down stacks are reduced to 0 at the start of your next turn.

Defense Level Down[edit]

For every Defense Power Down you have, gain a -1 to AC and saving throws. Defense Power Down fully depletes at the start of your next turn unless stated otherwise.


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