Elden Ring Status Effects (5e Variant Rule)
Four of the seven conditions ("status effects") rewritten into D&D rules. The three omitted conditions—Death Blight, Sleep, and Blood Loss—would require more deeper changes to implement in a balanced and accurate way way.
Frostbite[edit]
Each time you lose hit points to cold damage, you gain 2 frostbite tokens. You lose 1 frostbite token at the end of each of your turns.
If your frostbite tokens ever exceed your PB + your Strength modifier:
- You to take cold damage equal to your level.
- You gain a level of exhaustion.
- For 1 minute all bludgeoning, piercing, and slashing damage you take is maxed.
- Your frostbite tokens reset to 0.
Madness[edit]
Each time you lose hit points to psychic damage, you gain 2 madness tokens. You lose 1 madness at the end of each of your turns.
If your madness tokens ever exceeds your PB + your Wisdom modifier:
- You take psychic damage equal to your level.
- You lose your highest-level spell slot (if you have any).
- You become incapacitated until the end of your next turn.
- Your madness tokens are reset to 0, but until your Incapacitation ends you can't gain more madness tokens.
Poison[edit]
Each time you lose hit points to poison damage, you gain 2 poison tokens. You lose 1 poison token at the end of each of your turns.
If your poison tokens ever exceed your PB + your Constitution modifier, you start to take 1d6 poison damage at the end of each of your turns. This continues until your poison tokens drop to 0, but until then you cannot gain more poison tokens.
Scarlet Rot[edit]
Each time you lose hit points to necrotic damage, you gain 2 rot tokens. You lose 1 rot token at the end of each of your turns.
If your rot tokens ever exceed your PB + your Constitution modifier you start to take 2d6 necrotic damage at the end of each of your turns. This continues until your rot tokens drop to 0, but until then you cannot gain more rot tokens.
Back to Main Page → 5e Homebrew → Rules