Additional Status Conditions, Variant (5e Variant Rule)

From D&D Wiki

Jump to: navigation, search

Additional Status Conditions[edit]

This is meant to represent new or variant conditions in the game.

Berserk[edit]

A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a curse, or a creature associated with madness.

Cause

There are many things that may lead a creature to becoming berserk. This condition is generally caused by a feature that messes with the creature's mind, although always specified in said feature.

Effects

A creature's mind is completely maddened after going berserk, making them gain the following while under the condition:

  • A berserk creature must use its whole turn each round to attack the nearest creature to it. If it has multiple possible targets, it attacks one at random. If a creature moves out of a berserk creature's reach, it provokes an opportunity attack.
  • A berserk creature has disadvantage on Wisdom and Charisma ability checks and saving throws.
  • A berserk creature automatically fails Intelligence ability checks and saving throws, and can't cast or concentrate on spells.
  • A berserk creature is immune to the charmed and frightened conditions, and they will instantly lose these conditions in case they receive the berserk condition.
Removal

To remove the berserk condition, it is quite simple but also quite complex in nature. The following methods are available to remove the condition:

  • The conditions ends if the berserk creature starts its turn with no creatures in sight or hearing range.
  • The condition ends if the calm emotions spell is cast or any other feature which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
Resistances and Vulnerabilities

Being resistant to the berserk condition is something only the strong of will can do.

  • Creatures that have advantage against the charmed condition or have resistance to psychic damage have advantage against the berserk condition.
  • Creatures that are immune to psychic damage or the charmed condition are also immune to the berserk condition.

Bleeding[edit]

A bleeding creature has been dealt a serious wound that has opened a vein or artery. They are still conscious, but unless the wound is treated, they could die.

Cause

A bleeding is generally caused by a creature being cut or pierced in some way shape or form. This condition is caused by a critical hit on a slashing or piercing attack, or if they fail by 5 or more on a saving throw against taking slashing or piercing damage. A creature may only receive an instance of this condition once per round.

Effects

A creature is constantly losing blood and in pain while bleeding, making them suffer from the following things while under the condition:

  • The creature loses an amount of hit points equal to half of the total damage(rounded up) that caused the condition at the beginning of their turns. For every time they receive a critical hit from a slashing or piercing attack or fail a nat 1 against those damage types, half of the new damage is added to the total of hit points lost, with this being acumulative. The total damage of this condition is reduced by the creature's Constitution modifier. Temporary hit points are ignored by this condition.
  • The creature has disadvantage in Constitution saving throws.
Removal

To stop a bleeding is a simple task, however the severity of it may turn a simple bleeding into a dangerous thing that needs extreme caution. The following methods are available to stop the condition:

  • Another creature may perform a Wisdom (Medicine) check with a DC of 10 as an action. On a success, they stop the bleeding. On a failure, they don't stop the bleeding and the creature takes the bleeding damage again that turn. If the creature rolls a nat 1 on the check, the creature now receives the total damage the attack or saving throw caused instead of just half. The DC increases by 5 per 15 hit points the creature is currently losing, limiting at 30.
  • The creature may make a DC 10 Constitution saving throw as an action. On a failure, the condition continues. On a success, the condition ends. The DC increases by 5 per 15 hit points the creature is currently losing, limiting at 30.
  • For every 2 hit points the creature regains no matter the source, the creature's hit points loss is reduced by 1. If the hit point loss is reduced to 0, the condition ends.
Resistances and Vulnerabilities

Most creatures in the world bleed, so it is rare that someone would be resistant and even rarer to be immune to the condition.

  • Constructs, Elementals and Plant creatures are immune to the bleeding condition. This also applies to any creatures that do not pocess blood(gm's decision).
  • Creatures with a 20 Constitution score or more have advantage in Constitution saving throws against the bleeding condition.
  • Creatures with a 9 Constitution score or lower have disadvantage in Constitution saving throws against the bleeding condition.

Bloodlusted[edit]

A creature affected with bloodlust has worked itself into a frenzied state, most likely due to partaking too deep into an inner sadistic nature, the effects of a drug or curse, or high levels of stress. All that matters is that they wish to destroy a single target, and won't stop until they do.

Cause

There are many things that may lead a creature to becoming bloodlusted. This condition is generally caused by a feature that messes with the creature's mind, although always specified in said feature. However, differing from the berserk condition a player may choose to enter the bloodlust condition at will for roleplaying purposes. A creature cannot be bloodlusted towards more than one creature at once.

Effects

A creature's mind is completely maddened after going berserk, making them gain the following while under the condition:

  • A bloodlusted creature must use its whole turn each round to harm the creature that it currently is bloodlusted towards. Even if it would not be beneficial to harm the creature such as by provoking an oppurtinity attack from a creature, the bloodlusted creature would do it.
  • A bloodlusted creature has disadvantage on Wisdom and Charisma ability checks and saving throws.
  • A bloodlusted creature automatically fails Intelligence ability checks and saving throws, and can't cast or concentrate on spells.
  • A bloodlusted creature is immune to the charmed and frightened conditions, and they will instantly lose these conditions in case they receive the bloodlusted condition.
Removal

To remove the bloodlusted condition, it is quite simple but also quite complex in nature. The following methods are available to remove the condition:

  • The condition ends if the creature which caused the condition is killed.
  • The conditions ends if the bloodlusted creature starts its turn with the creature it is bloodlusted towards out of it's sight or hearing range.
  • The condition ends if the calm emotions spell is cast or any other feature which suppresses or removes the charmed condition can also cure the bloodlusted condition in addition to its usual effects.
Resistances and Vulnerabilities

Being resistant to the bloodlusted condition is something only the strong of will can do.

  • Creatures that have advantage against the charmed condition or have resistance to psychic damage have advantage against the bloodlusted condition.
  • Creatures that are immune to psychic damage or the charmed condition are also immune to the bloodlusted condition.

Burned[edit]

The burned condition is caused by coming into contact with fire, generally by a spell or on a accident.

Cause

This condition differs from others as it has three different stages, called burn-degrees.

First Degree. A creature receives the First Degree burned condition whenever they receive fire damage equal to at least 1/4th of their maximum hit points.

Second Degree. A creature receives the Second Degree burned condition whenever they receive fire damage equal to at least half of their maximum hit points.

Third Degree. A creature receives the Third Degree burned condition whenever they receive fire damage equal to at least half of their maximum hit points + 1/4th of their maximum hit points.

If a creature receives a superior burn degree, the previous burn degrees will also apply to them. For example, if they receive a second degree burned condition it will also count as if they had the first degree condition.

Effects

The effects of the burned condition depend solely on the degree of the burns received.

First Degree. The creature's skin becomes bright red and parts of it begin to swell. They have disadvantage on Constitution saving throws.

Second Degree. The creature's skin becomes red and blisters begin to form on the affected area. They have disadvantage on Charisma checks.

Third Degree. The creature's skin becomes blackened and they feel their skin going numb. You must make only one Constitution saving throw against the DC of the caster or an appropriate DC set by the GM. On a failure, the pain is overwhelming and you pass out for an hour, falling prone and becoming unconscious. On a success, they aren't affected by the pain.

Removal

The burned condition can be easily removed with time, however it leaves a mark on all of those it aflicts with. A creature may remove the condition by simply resting. The following methods are available to remove the condition:

  • When the creature takes a long rest, they remove the effects of thecondition by one. For example, if they have the second degree burned condition, they would now have the first degree burned condition. On another example, if they have the first degree burned condition they would have been completely healed of the condition. Even though this method removes the condition, the creature still will have the skin detriments.
  • If the creature magically regain hit points, whenever they regain an amount equal to the current burned condition they have the creature loses it.
  • The condition may also be removed by another creature making a DC 15 Wisdom (Medicine) check. This DC increases by 5 per level above first degree.
  • Spells or features similar to lesser restoration can remove one level of this condition, while something like greater restoration can remove it all at once.
Resistances and Vulnerabilities

Generally resisting to the burning condition is a rare thing, however there are creatures that resist it.

  • Creatures with fire resistance require half of their maximum hit points to reach the first degree burned condition, they need half of their maximum hit points + 1/4th of their maximum hit points to reach the first degree burned condition, and they need to reach their maximum hit points to reach the third degree burned condition.
  • Creatures with fire immunity are immune to this condition.

Chilled[edit]

Being hit by a powerful cold attack or simply passing too long on cold enviroments may cause a creature to get chilled.

Cause

There are some things that may cause the chilled condition, with them receiving the chilled condition in the case one of the following happens:

  • If a creature fails the saving throw of extreme cold weather.
  • If a creature is hit by a critical hit from a cold attack or if they fail by 5 or more on a saving throw against cold damage.
  • If a creature takes 1/4th of their hit points(rounded up) or more in cold damage in a single damage instance.
Effects

A creature under the chilled condition is suffering from huge amounts of cold, with their body temperature lowering. They gain the following effects while under the condition:

  • The creature's speed is halved.
  • The creature has disadvantage on Strength and Dexterity saving throws and ability checks.
  • The creature keeps shivering, making them have disadvantage on Charisma checks.
  • If the creature has a feature that allows them to use another feature as a bonus action that relies on stamina, they may only use it as an action.
Removal

To remove the chilled condition is something that takes time and care. The following methods are available to remove the condition:

  • If the creature takes a short or long rest in a warm location.
  • Spells and features of similar or greater power than lesser restoration can be cast to remove the condition.
Resistances and Vulnerabilities

Being resistant or immune to the chilled condition is something that most people adapted to cold climates may have.

  • Creatures with cold resistance or immunity or that have advantage against the effects of extreme cold are immune to this condition
  • Creatures immune to the exhaustion condition are also immune to the chilled condition.

Cleanse[edit]

Foul creatures of the night or beings that come straight from hell are obliterated by pure forces.

Cause

While the cleanse condition is very easy to apply, it is very hard to find a creature which can receive said condition. The condition may be obtained the following way:

  • Whenever a creature is hit by a critical attack that deals radiant damage, or fails a saving throw against radiant damage by 5 or more.
  • Whenever a creature enters in direct contact with holy substances, such as holy water, holy fire and the like.
  • Receiving 1/4th of their maximum hit points or more in a single instance of damage from a celestial.
Effects

A creature under the cleanse condition is getting their very soul judged by the inside. They receive the following effects while under the condition:

  • The creature takes radiant damage equal to the damage that made them receive the condition at the beginning of their turns. This damages both temporary hit points as well as their normal hit points.
  • They have disadvantage on Constitution saving throws.
  • They have disadvantage on Charisma checks.
Removal

There is no way to remove the cleanse condition outside of changing their ways to the good side. However, a evil creature with a high will may stay under this condition for less time. A creature stays under this condition for 1 minute, with the number of rounds they stay with this condition being reduced by their Charisma modifier.

Resistances and Vulnerabilities

Being immune to the cleanse condition is a very simple task. All creatures with no evil alignment and that aren't from the Acheron, the Nine Hells, Gehenna, Hades, Tarterus, the Abyss, Pandemonium or any other evil plane there may be in the campaign are immune to this condition.

Confused[edit]

Sometimes a creature gets hit in the head too hard or is affected by a disorienting spell.

Cause

Being confused may be as simple as an enemy tricking someone or by a creature being hit on the head a bit too hard. The condition may be obtained with one of the following ways:

  • Receiving a critical hit by a weapon that deals bludgeoning damage. If caused by this, the condition lasts until the beginning of the affected creature's turn.
  • Failing by 5 or more in a saving throw that involves your mind.
Effects

A confused creature had their mind messed with, disorienting them. They receive the following effects while under the condition:

  • The creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws and checks.
  • The creature has disadvantage on attack rolls, and attack rolls have advantage against it.
  • Any actions the creature take is increased by one. For example, a free action becomes a bonus action, a bonus action becomes an action, and a action becomes a full round action.
  • The creature cannot concentrate, and stop concentrating on anything they were concentrating on anything they were doing before.
Removal

Losing the confused condition is a very easy on paper, but much harder on pratice. There are the following methods to remove the condition:

  • If a creature receives the effects of calm emotions spell or any other effect which suppresses or removes the charmed condition can also cure the confused condition.
  • If the creature falls unconscious.
Resistances and Vulnerabilities

Being confused can be easily avoided by someone with a reinforced mind.

  • Creatures that are immune to the charmed condition are also immune to the confused condition.
  • Creatures that have resistance against psychic damage have advantage on saving throws against the condition, while creatures with immunity to psychic damage are immune to the condition.
  • Constructs are immune to the confused condition.

Envenomed[edit]

Originated from being poisoned, the envenomed condition causes a sharp pain to the creature that is currently suffering from it.

Cause

The origin of being envenomed generally comes from being poisoned by someone, however it may be caused by other sources. The condition may be obtained with one of the following ways:

  • If a creature receives a critical hit from an attack that deals poison damage or they fail a saving throw against poison damage by 5 or more.
  • If a creature receives 1/4th of their maximum hit points or more in poison damage.
  • If a creature receives the poisoned condition depending on the effect of said poison(stated on the description).
Effects

Being envenomed causes serious damage to a creature, with how strong a venom is causing more damage overtime. There are four stages of danger a poison may be depending on the severity(stated on the feature that caused it):

Minor. The creature receives 1d6 poison damage at the beginning of their turns.

Medium. The creature receives 1d8 poison damage at the beginning of their turns and has disadvantage on Constitution saving throws.

Major. The creature receives 1d10 poison damage at the beginning of their turns and has disadvantage on Constitution checks and saving throws.

Very Major. The creature receives 1d12 poison damage at the beginning of their turns, has disadvantage on Constitution checks and saving throws and one additional effect stated on the feature.

Removal

Being envenomed is something that can be healed easily, if the right person is taking care of it of course. There are the following ways of removing the condition:

  • Another creature may make a Wisdom (Medicine) check against a DC of 15 or the DC of the feature that caused the condition, whichever is higher. On a success, the condition is removed.
  • Any spells or similar features that remove the poisoned condition such as the lesser restoration spell also remove the condition.
Resistances and Vulnerabilities

Surviving against poison is a hard task... but not really.

  • Creatures with resistance against poison damage have advantage against the envenomed condition.
  • Creatures with immunity to poison damage are immune to the envenomed condition.
  • Creatures who are immune to the poisoned condition are also immune to the envenomed condition.

Frozen[edit]

Being much worse than the Chilled condition, the frozen condition can make a creature die a slow death on a ice grave.

Cause

The causes of the frozen condition originate from a cold so extreme that their body freezes. The condition has two stages, partially frozen and the fully frozen.

Partially Frozen. A creature may gain the partially frozen condition after they take half of their maximum hit points in one instance of cold damage. If they were suffering from the Chilled condition, the cold damage needed is reduced to 1/4th of their maximum hit points.

Fully Frozen. A creature gains the fully frozen condition condition if they take half of their maximum hit points + 1/4th of their maximums hit points in one instance of cold damage. If they were suffering from the Chilled condition, the cold damage needed is reduced to half of their maximum hit points.

Effects

As expected, the effects of the frozen condition is very dangerous to any creature affected by it. Rergadless of the condition, you are Chilled.

Partially Frozen. One of the creatures' limbs will be frozen. Said limb counts as if it was removed while the condition remains, and any damage it receives is doubled outside of cold damage. The creature also takes 1d6 cold damage at the beginning of their turns. For every hour that passes with the creature's limb frozen, they gain a level of exhaustion. Additionally, the creature has more than half of their Constitution modifier(rounded down) in partially frozen limbs, they gain the fully frozen condition.

Fully Frozen. The creature will be completely frozen, their entire body becoming surrounded by ice. They are petrified although they are still aware of their surroundings and only gain resistance to cold damage and vulnerability to all other types of damage but psychic, the creature takes 1d12 cold damage at the beginning of their turns. If they are reduced to 0 hit points by this condition, they are considered stable but must make death saving throws as normal once they lose this condition.

Removal

Removing the frozen condition is something extremely hard, needing immediate attention however having so little time to deal with it.

Partially Frozen. They can keep the limb in a area with adequate heat for a long rest, removing the condition from said limb. They also lose the condition if they remove the limb affected.

Fully Frozen. The creature can make a Strength saving throw at the beginning of their turns, breaking out on a success. The DC is 15 or half of the cold damage they took to enter the condition, whichever is higher. Spells and features of similar or greater power than greater restoration can be cast to remove the condition.

Resistances and Vulnerabilities

Being resistant to the frozen condition is something few can achieve, even fewer are immune to it.

  • Creatures affiliated with fire such as fire elementals are immune to this condition.
  • The creature has advantage on the Strength saving throw to broke out of the condition if they are immune to the Chilled condition.

Hallucinating[edit]

A hallucinating creature is plagued by false sensations, usually due to the effect of a drug or poison.

Cause

A hallucinating creature is a common sight on the slums of cities and poor villages. The condition can be obtained in the following reasons:

  • By a creature receiving certain drugs into their system.
  • By a creature receiving certain poison into their system.
Effects

Hallucinating creatures start to act delirious and see things not in the way they actually are. Once upon receiving the condition, the creature receives the following effects:

  • The creature has disadvantage on attack rolls, as well as ability checks that use Intelligence, Wisdom, or Charisma.
  • The creature's perception checks and passive perception receive a -5 penalty.
  • The creature starts encountering false objects and scenarios, treating them as if they were illusions made by the major image spell that only that creature can perceive. These scenarios can vary according to what caused the condition.
Removal

Generally, people cannot get rid of the hallucinating condition due to being alone. However, outside forces may help in the following ways:

  • If a creature casts the Lesser Restoration spell or any other feature which recovers or aids one's mind can also cure the hallucinating condition in addition to its usual effects.
  • If another creature specialized in the minds of the specific race that is currently affected by this condition passes a Wisdom (Medicine) check against a dc of 20, the condition is over.
Resistances and Vulnerabilities

Like most mental conditions, creatures with strong or no minds are immune to this condition.

  • If a creature is immune to psychic damage, they're immune against the condition.
  • If a creature is immune to poisons, they are also immune to this condition.
5.00
(7 votes)

Back to Main Page5e HomebrewRules

Home of user-generated,
homebrew pages!


Advertisements: