Additional Conditions (5e Variant Rule)
Alternate Condition rules[edit]
Here are some rules to make spellcasting more limited and to make the below conditions more severe.
- Grappled: In addition to the regular rules, while grappled you have disadvantage on attacks and whenever you cast a spell with Somatic or Material components, the spell has a 30% chance to have no effect.
- Prone: In addition to the regular rules, while prone you cannot make opportunity attacks and you take 1 additional dice of damage from melee weapon attacks.
- Restrained: While restrained, you cannot make attacks or cast spells with Somatic or Material components and your movement speed is 0.
Additional Conditions[edit]
I wanted to add more condition effects to free up design space. If you have an idea for a condition to add to this page, please comment about it in the discussion page before posting it here.
Bleeding[edit]
While a creature is bleeding, they take 1d6 slashing damage whenever they move more than 5 feet on their turn.
Burning[edit]
While a creature is burning, they take 1d10 fire damage at the start of their turn and an additional 1d10 fire damage for every one of their turns they’ve ended while burning. As an action, a character can put out the fire on them, provided they are not in a burning area.
Dazed[edit]
While a creature is dazed, they cannot take bonus actions and have disadvantage on mental checks.
Impaired[edit]
While impaired, your movement is halved, and you suffer a -2 penalty to AC and Dexterity saving throws.
Impaled[edit]
While impaled, a creature’s speed becomes 0 and it has disadvantage on attack rolls. As an action, a creature can make a DC 15 Strength (Athletics) check to pull itself off whatever has impaled it.
Marked[edit]
While a creature is marked, all attack rolls against them are at advantage.
Nauseated[edit]
While a creature is nauseated, their movement speed is halved, and the only action they can take on their turn is throwing up.
Panicked[edit]
When a creature becomes panicked, they drop any objects they are holding and, on their turn, can only move away from the creature or object that caused their panic as quickly as possible.
Pained[edit]
While a creature is pained, whenever they take damage, they take an additional 1d4 psychic damage.
Sickened[edit]
While a creature is sickened, they suffer a -2 penalty to all attack rolls, ability checks, and saving throws.
Staggered[edit]
While a creature is staggered, they cannot take reactions and their movement speed is halved.
Taunted[edit]
While a creature is taunted, they have disadvantage on attack rolls against creatures other than the one that taunted them and have advantage on attack rolls against that creature.
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