Chilled and Shocked Conditions (5e Variant Rule)
This variant rule is used to supplement existing conditions within base 5e and to work alongside others with the two conditions below.
Any DM using this variant rule is encouraged to have lightning spells and effects cause the shocked condition, and ice spells and effects cause the chilled condition. Homebrew spells may invoke these conditions as well.
As a general rule, most effects which cause the shocked or chilled conditions would certain fragile objects, like parchment, would immediately destroy the objects beyond repair or would otherwise cause mild to severe damage to the object. Additionally, some objects affected by shocked may instead be ignited if they are not good conductors such as wood.
Chilled[edit]
Any object or creature that is resistant to cold damage or is constantly generating high heat, or is composed of fire cannot be chilled unless deemed appropriate by the DM.
- Movement speed will be reduced by 10ft. Multiple instances of cold damage for the duration of the condition will cause the condition to stack to a maximum of a 30ft movement speed reduction.
- Their AC will be reduced by -2.
- A chilled creature can only use their action or bonus action on their turns. If a creature can make multiple attacks per turn, it will lose one attack for the duration of this condition.
- The condition will end after 1 minute or if the affected creature uses an action near a source of heat to warm itself. The condition will also end if the creature takes fire damage or is ignited with the chilled condition, preventing them from being Ignited in the process.
- A creature who was Soaked prior to receiving this condition will instead have their AC reduced by -4 and lose an additional 20 of movement speed in addition to the condition's normal effects.
Shocked[edit]
Any object or creature that resists lightning damage or is an insulator cannot be shocked. Objects that are insulators can, however, be Ignited should the DM rule that the source of lightning is strong enough to cause damage to the object.
- If a creature were to take lightning damage from another source while having this condition, it takes 1 extra damage for each die rolled. (E.g., if subjected to lightning bolt from a 5th-level wizard, the target takes 8d6+ 8 damage.) This adjustment comes before damage resistance.
- The creature will gain a -2 penalty to their Strength checks and melee attacks while affected by this condition. Multiple instances of lightning damage for the duration of the condition will stack the penalty to a maximum of -6.
- The creature's movement speed will be halved for the duration.
- This condition will only last for one round, unless a spell or effect dictates otherwise. Additionally, a creature who gains this condition while Soaked will retain it for the duration of the Soaked condition or if they are standing in or on a body of water.
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