Condition (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

Differences from 5e

A game effect can impose a condition on a creature or sometimes an object.

  • A condition lasts until the imposing effect specifies. Sometimes a condition can end under its own terms as described under the condition.
  • Conditions don't stack. You either have the condition or you don't. If multiple effects impose the same condition on a creature, each has its own duration, but the condition doesn't change.

Resistance, Immunity, and Vulnerability

Sometimes a creature will have resistance, vulnerability, or immunity to one or more conditions.
Resistance. If you have resistance to a condition, you have advantage on all saves to prevent or end that condition on you. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
Vulnerability. If you have vulnerability to a condition, it has disadvantage on all saves to prevent or end that condition on you. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
Immunity. If you have immunity to a condition, you can never have that condition. If you somehow gain immunity to a condition you already have, that condition ends immediately for you.

Conditions

Blinded



Charmed


  • Your attacks or harmful effects cannot target the creature who Charmed you.
  • The creature who Charmed you has advantage on ability checks made to Influence or socially interact with you.


Concentration


A spell or other effect sometimes requires you to maintain Concentration. If you lose Concentration, the effect ends. You lose Concentration if:

  • You become Incapacitated.
  • You begin Concentration on a different effect.
  • At any time, you choose to end your Concentration (no action required).

Each time you take damage, you must succeed on a Constitution save or lose Concentration. The save mark is 10 or half the hit points lost, whichever is higher.


Disarmed


  • When you're Disarmed, you are forced to drop one item you're holding or release one creature you've Grappled.
  • The disarmer decides which one, unless you're Disarmed “of everything.”
  • This condition ends as soon as the drop or release resolves.


Exposed


If you are Exposed to an attack, the attacker has a +2 bonus to the attack rollunless the attack roll is also affected by advantage, disadvantage, or cover.


Falling


  • Immediately and again at the start of each of your turns, you fall up to 500 feet downward until you hit a surface, after which this condition ends.
  • Upon hitting a surface you take 1d6 bash damage for every 10 feet fallen, to a maximum of 20d6 at 200 feet. You land Prone unless you avoid all of this damage.
  • Before you've fallen 10 feet, you can use your reaction to arrest your fall by grabbing a handhold if one is available. This still makes you Prone.
  • Into Water. If you land in fluid like water, treat the fall as being 50 feet less.
  • Flying. If while flying you become Incapacitated or Prone and this causes you to start Falling, if before you hit a surface you stop the Incapacitated or Prone condition you will also stop Falling.


Fast


Your movement is doubled. For every 2 feet you move, you expend only 1 foot of your speed. For example, to move a distance 10 feet it costs you 5 feet of speed.


Frightened



Gashed



Grappled


  • Your speed becomes 0 and can't change.
  • You have disadvantage on attack rolls targeting anything but the grappler.
  • You are unaffected by the Help action.
  • If the grappler moves, you are moved with it. The grappler is Slowed while moving unless it is at least one size category larger than you.
  • At the end of each of your turns, make your choice of a Grit or Reflex save. This save is made against the grappler's Strength mark, unless another mark is specified. On a success, you break free and this condition ends on you.
  • You also break free if the grappler is Shoved, Disarmed, or Incapacitated.


Highlighted



Ignited


Resistance, immunity, or vulnerability to fire damage respectively grants resistance, immunity, or vulnerability to the Ignited condition—and vice versa.


Incapacitated



Invisible


  • You have advantage on any check or save made to decide turn order.
  • You and any items you carry or wield can't be seen, so you can't be targeted by an effect needing a seen target. You can still be targeted by an attack roll if the attacker attempts an attack within a 5-foot square centered on you, as if by guess.
  • Attack rolls targeting you have disadvantage, and your attacks have advantage.
  • If a creature can somehow see you, such as through a special sense, you don't have these benefits against that creature.


Mounted


  • When you move, the mounter is moved with you. Your movement is Slowed if if the mounter is the same size category as you, or if you're Mounted by multiple mounters each one size smaller than you.
  • You have disadvantage on attack rolls targeting the mounter.
  • At the start of each of your turns, you can attempt a Grit or Reflex save against the mounter's Strength mark, unless another mark is specified. On a success, the mounter lands Prone in your choice an open space within 5 feet.
  • You are no longer mounted if the mounter is Shoved, Grappled, or knocked Prone.


Poisoned


You have disadvantage on all attack rolls and ability checks.

Resistance, immunity, or vulnerability to poison damage respectively grants resistance, immunity, or vulnerability to the Poisoned condition—and vice versa.


Prone



  • As part of your move, you can spend half of your speed to recover from being Prone. If your speed is 0, you can't recover this way.
  • An ally's Help action can end this condition on you.

  • Flying. If you are aloft due only to a fly speed when knocked Prone, you Fall.
  • Vehicle. If a land or sea vehicle goes Prone, its speed drops to 0 until capable creatures upright it with a phase activity.


Shapeshifted


  • Your body is completely transformed into a different creature or object specified by the shapeshifting effect.
  • Any items you carry are melded into your new form and cannot be removed or used. You can decide if items held in your hands are melded or not.
  • You use the game statistics of the new form instead of your own, including for example ability scores and hit points. You cannot use spells or other features exclusive to your original form, but you can maintain Concentration. You retain your personality and carry slots.
  • If the new form is an inanimate object, you are Unconscious while Shapeshifted and your ability scores don’t change, but your hit points, defense, and other stats change to that of the object.
  • If you drop to 0 hit points, this condition ends, and any excess damage is carried over to your original hit points.


Shoved


When you're Shoved, you are forcefully moved 5 feet, unless the shoving effect specifies a different distance.

  • The shoving creature chooses the direction you move, unless the effect specifies a direction such as "directly away" or in a "random direction."
  • This movement doesn't reduce your speed and never provokes any reaction otherwise triggered by movement, such as an opportunity attack.
  • This condition ends as soon as the move ends.


Slowed


Your movement is halved, and you can't jump. For each foot you move, you must expend 1 extra foot of your speed. For example, to move a distance 5 feet it costs you 10 feet of speed.


Soaked


  • When any creature is submerged in water, it becomes Soaked.
  • While Soaked, you have resistance to fire damage and can't be Ignited.
  • You're no longer Soaked after you take fire damage, or if you spend a phase out of water in above-freezing temperatures.


Stuffed


  • You cannot Gulp and cannot otherwise consume food, water, or potions.
  • After a break, you're no longer Stuffed.


Stunned



Surprised



Threatened


While you're within 5 feet of an enemy, you're Threatened — unless the enemy is Incapacitated or can't see you.

While you are Threatened, you have disadvantage on ranged attack rolls.


Unconscious


Unconscious, you are Disarmed of everything you're holding and you fall Prone. While you remain Unconscious:



  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
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