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* An intoxicated creature has disadvantage on attack rolls and Ability checks. | * An intoxicated creature has disadvantage on attack rolls and Ability checks. | ||
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== Invisible == | | | ||
=== Invisible === | |||
* An invisible creature is impossible to see without the aid of magic or a special sense. For purposes of hiding, the creature is heavily obscured. The creature’s location can be detected by any sounds it makes or any tracks it leaves. | * An invisible creature is impossible to see without the aid of magic or a special sense. For purposes of hiding, the creature is heavily obscured. The creature’s location can be detected by any sounds it makes or any tracks it leaves. | ||
* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. | * Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. | ||
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== Slow == | | | ||
=== Slow === | |||
* A creature under the slowness condition has its movement reduced by some temporary or permanent effect, varying according to the effect that causes this condition both in the slowness value and in its functioning. | * A creature under the slowness condition has its movement reduced by some temporary or permanent effect, varying according to the effect that causes this condition both in the slowness value and in its functioning. | ||
* Slowness is considered a Debilitating Condition | * Slowness is considered a Debilitating Condition | ||
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== Paralyzed == | | | ||
=== Paralyzed === | |||
* A paralyzed creature is incapacitated (see the condition) and can't move or speak. | * A paralyzed creature is incapacitated (see the condition) and can't move or speak. | ||
* The creature automatically fails Strength and Dexterity saving throws. | * The creature automatically fails Strength and Dexterity saving throws. | ||
* Attack rolls against the creature have advantage. | * Attack rolls against the creature have advantage. | ||
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. | * Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. | ||
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== Petrified == | | | ||
=== Petrified === | |||
* A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid, inanimate substance (usually stone). Its weight increases tenfold, and it stops aging. | * A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid, inanimate substance (usually stone). Its weight increases tenfold, and it stops aging. | ||
* The creature is incapacitated (see condition), can't move or speak, and is unaware of its surroundings. | * The creature is incapacitated (see condition), can't move or speak, and is unaware of its surroundings. | ||
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* The creature has resistance to all damage. | * The creature has resistance to all damage. | ||
* The creature is immune to poison and disease, although any poison or disease already in its system is suspended, not neutralized. | * The creature is immune to poison and disease, although any poison or disease already in its system is suspended, not neutralized. | ||
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==Taunted== | | | ||
===Taunted=== | |||
A taunted creature is forced to attack the target of the taunt in the best way possible for it. The creature cannot move of its own accord away from the source of the taunt and must use its movement to approach the target of the taunt as best it can. | A taunted creature is forced to attack the target of the taunt in the best way possible for it. The creature cannot move of its own accord away from the source of the taunt and must use its movement to approach the target of the taunt as best it can. | ||
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== Bleeding == | | | ||
=== Bleeding === | |||
* Some special abilities and some weapons can cause Bleeding, such as the Shrapnel Irradiation ability of the Projectile Irradiator item. Bleeding is measured in points, and these points are cumulative. When you receive 1 point of bleeding, you receive 1 point of damage at the beginning of each of your turns. When you receive a new point of bleeding, you receive 2 points of damage instead of 1, and so on. Your Bleeding points remain until you heal at least 1 life point, or someone makes a medicine check with a DC equal to 8 + twice the current bleeding value. Using a medical kit allows you to make this check with advantage. | * Some special abilities and some weapons can cause Bleeding, such as the Shrapnel Irradiation ability of the Projectile Irradiator item. Bleeding is measured in points, and these points are cumulative. When you receive 1 point of bleeding, you receive 1 point of damage at the beginning of each of your turns. When you receive a new point of bleeding, you receive 2 points of damage instead of 1, and so on. Your Bleeding points remain until you heal at least 1 life point, or someone makes a medicine check with a DC equal to 8 + twice the current bleeding value. Using a medical kit allows you to make this check with advantage. | ||
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== Silenced == | | | ||
=== Silenced === | |||
* A silenced creature cannot cast spells or sutras that require the Verbal component. | * A silenced creature cannot cast spells or sutras that require the Verbal component. | ||
* They also cannot express ideas or communicate using their voice. | * They also cannot express ideas or communicate using their voice. | ||
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== Deaf == | | | ||
=== Deaf === | |||
* A deaf creature cannot hear and automatically fails any Attribute check that relies on hearing. | * A deaf creature cannot hear and automatically fails any Attribute check that relies on hearing. | ||
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Edição atual tal como às 19h10min de 15 de novembro de 2024
Some of the creature abilities are capable of causing special conditions to your character, however, you are also capable of causing them through some of your abilities, spells or runes.
These conditions are described below in alphabetical order:
Conditions in Alphabetical Order |
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Grappled
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Frightened
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Stunned
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Prone
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Blinded
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Scorched
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Restrained
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Charmed
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Weakened
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Poisoned
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ExhaustionSome special abilities and environmental hazards, such as starvation and prolonged exposure to freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in ten levels, and for each level of Exhaustion, all your rolls involving a d20, such as saving throws, attack rolls, and skills, as well as the DC of your spells, Sutras, and Invocations, receive a penalty equal to your level of exhaustion. If a creature that is already exhausted suffers another effect that causes exhaustion, its current exhaustion level increases by an amount specified in the effect's description. An effect that removes exhaustion reduces its level, as specified in the effect’s description. All exhaustion effects disappear if the creature’s exhaustion is reduced below 1. The maximum exhaustion a creature can have is 10, any level above this value means the creature dies. Removing ExhaustionFinishing a long rest reduces a creature's exhaustion level by an amount equal to its Constitution modifier; finishing a full rest reduces a creature's exhaustion level to 0, assuming that during both the long rest and the full rest, the creature also consumed food and water. Receiving the Lesser Restoration spell removes 1 level of exhaustion, while receiving the Greater Restoration spell removes 1d6 + Casting modifier levels of exhaustion. |
ExposureA target with this condition takes the indicated amount as additional damage from any source for the duration. If the target has Damage Reduction, the Exposure value is reduced for the duration. Ex. A target with 2 points of Exposure, when receiving a sword blow that causes 3 points of damage, receives 5 points of damage. If this same target has Damage Reduction 2/poison and receives an attack that causes 4 points of poison damage, the Exposure value cancels out 2 points of Damage Reduction, causing it to receive 4 points of damage normally. |
Incapacitated
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Unconscious
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Intoxicated
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Invisible
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Slow
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Paralyzed
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Petrified
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TauntedA taunted creature is forced to attack the target of the taunt in the best way possible for it. The creature cannot move of its own accord away from the source of the taunt and must use its movement to approach the target of the taunt as best it can. |
Bleeding
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Silenced
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Deaf
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