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Status Effects

Astral Sight

Sometimes called astral blindness, this is a scrambling of a mortal's senses causing them to experience sensations from the astral plane and mundane at the same time. In rare cases, people are born with permanent Astral blindness.
  • -10 to perception checks
  • +5 to insight checks
  • When casting a spell roll a d4, on a 1, the spell catastrophically fails, on a 4 the spell does not cost a spell slot. Otherwise, the spell is cast normally.
   

Bleeding

  During combat, it is not uncommon for attacks to cause a target to bleed. Depending on the level of bleeding this will cause various effects. Damage from bleeding is taken at the end of the bleeding creature's turn.  

Light Bleeding

 
  • A creature with light bleeding will take 1d4 damage per stack per turn until it receives healing from any source
 

Medium Bleeding

 
  • A creature with Medium Bleeding will take 1d6 damage per stack per turn until it is stopped using a medical check or a short or long rest.
  • A creature with medium bleeding will incur disadvantage on death saves.
   

Heavy Bleeding

 
  • A creature with Heavy Bleeding will take 1d10 damage per stack per turn until the bleeding is stopped using a Medicine Check and an Item which can cure wounds or a Long Rest.
  • A creature with Heavy Bleeding will automatically fail Death Saves
  • After this effect is removed, the creature acquires one level of Exhaustion
   

Concussion

 
  • Reduces constitution by 2 for each stack applied.
  • If a concussion reduces a character's constitution to 0 or less the character is rendered unconscious for 1d8 hours.
 

Searing

  Fire is a powerful force that can cause many effects. Searing is the process of those effects and how they change the character state.    
  • Searing causes any light or medium bleeding to be cauterized, ending the bleed.
  • Searing results in an inability to be healed until the effect is removed.
  • Searing may be removed by any effect that cures wounds.
 

Cursed

    Many creatures possess ill intent, which manifested by magics can be a debilitating situation.  
  • A creature that is cursed incurs disadvantage on all checks and saves.
  • Cursed creatures lose access to any dark vision inherent or otherwise cast.
  • Any creature that is cursed will take 1d8 damage for any positive spell effect that is cast upon them after becoming cursed.
   

Soaked

  Being covered in water can have a variety of effects.  
  • Half Fire-Based Damage
  • Double Frost or Electricity Based Damage
  • A soaked character can become dry after 2 hours out of water
   

Terror

  Exposure to some horrors or events may result in Terror, for every stack of Terror the effected creature loses 1 wisdom. If Wis is reduced to 0 the effected creature is FRIGHTENED. The effect ends when the source is no longer within line of sight or is destroyed/defeated.         The following Status effects are Base DND 5e and have been taken from the following website(s):   Source:[https://roll20.net/compendium/dnd5e/Conditions#content]    

Blinded

 
  • A blinded creature can’t see and automatically fails 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 or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.
 

Deafened

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

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 thunderwave 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.
 

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.                    
LevelEffect
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.

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