I love Conditions. They’re a great way to standardize any system (since
their beginning, which I believe was with the D&D 3rd Keyword system). Like
many things in D&D 5E, I believe Conditions are underdeveloped (like Hit
Dice, Death Saves and Exhaustion). RPGs have been doing awesome things with
conditions, like Savage Worlds’ Stunned or The Dark Eye’s amazing conditions
for clerics casting spells. Lets toy a little with ideas for new conditions
(just for fun and because I’m bored).
So, here are a few crazy Condition proposals that I would love to use in
my games. Not all are exactly new (check Intoxicated), but I assure you that
NONE are playtested. I left those that I consider more problematic to end.
NEW CONDITIONS
Intoxicated
OK, I’m in the minority that loved this Conditions back in D&D Next
(actually, I’m in another minority that thinks that D&D Next was more
interesting than D&D 5E, but lets leave rants aside).
Intoxicated is what
you get when your characters drinks too much, is hit by pixie arrows or is the
target of a faerie dragon’s breath weapon.
Rules: you have Disadvantage on Attack Rolls and Ability Checks, but you
suffer 1d6 less points of damage (2d6 if you have 10+ Hit Dice). Once during
your Intoxicated Condition, you can offer your DM a chance to roll for a random
target (during combat) or to suffer a fumble (out of combat). If your DM agrees
you gain 1 Inspiration (or, if you group uses that rule, 1 Plot Point).
Jinxed
This is usually a result of a curse, a fumble at dispel magic or just
playing with forces that you don’t know about.
Rules: you can’t gain any benefit from magic (including magic items).
This condition usually lasts until you take a short rest, but a beneficent DM
can allow you Charisma Saving Throw at the end of your next turn (if the
Condition is the result a spell in combat, for example). This is also a good
Condition to inflict on Warlocks that don’t behave before their Patrons.
Numb
A typical effect of poisons, mind blasts, fey charms, sanity-shattering
battles and even vermin attacks (or just a result of carousing and debauchery).
Rules: you don’t have access to your current hit points total. When you
gain this Condition, your DM start to track your hit points in secret. She can
tell that you’re fine (usually with half or more of you hit point total) or
injured (close to 0 hit points), but nothing more.
Shaken
A strike to the head, a sonic attack or maybe been mauled by a giant
creature.
Rules: you go last in the round. If you’ve already acted, you go last in
the next round. If you’re already the last in Initiative order, you suffer
Disadvantage on all Attack Rolls, Ability Checks and Saving Throws until the
end of your next turn (and if you try to cast a spell you must succeed at a
Concentration check DC 10 or lose the spell).
Tides of Chaos
Because magic should always be CHAOS!
This Condition is usually inflicted when an arcane spellcaster uses
magic in dangerous places, toys with forces best left undisturbed or fumbles a
Concentration roll.
Rules: at the moment of your DM’s choice, your suffer a Wild Magic
Surge. This is a good catch-all Condition for players that like to negotiate
with their DMs for more magic power (or for recovering “just that one 1st-level
slot”). If your character falls in the last group, the DM is encouraged to roll
twice and pick the most “interesting” result (or rolling just rolling twice and
inflict BOTH results). This is another good option to “persuade” Warlocks to
pay more attention to their Patron’s “reasonable” demands.
Weakened
I’m totally stealing this one from one of my favorites d20s - 13th Age.
A debilitating wound, a painful strike, a curse or poison.
Rules: until the end of your next turn or until you succeed at a
Constitution Saving Throw (DM’s call), all your damage rolls are halved.
Wounded
OK, this is requires a little more explanation, because it is a
self-inflicted Condition. Why would I want a Wounded Condition?! To keep
fighting! Basically, this works like a Consequence from FATE.
You suffer a lingering injury.
Rules: when you suffer damage, you can reduce the amount by your
Constitution Ability Score and gain the Wounded Condition. Roll on the
Lingering Injuries table, page 272 of the Dungeon Master’s Guide, to determine
the nature of your wound (the DM call change it if it doesn’t fit with
narrative). You can only be Wounded once.
NEW (GAME-CHANGING) CONDITIONS
Ecstatic
D&D 5E follows the “Boring School” of divine magic (i.e. you can’t
remove class features if a cleric doesn’t follow his deity ethos). But
sometimes divine spellcasters forget that their mojo come from a Higher Power.
When that happens, or when you want to flavor/complicate an encounter, please
use this Condition (inspired by the Dark Eye). It still needs to be tested (a
lot) because I’m not sure I got what I wanted. Maybe a Exhaustion-like track,
per type of character, would be better (but also require a lot of time, which I
don’t have right now).
Divine spellcasters can suffer this Condition for breaking their ethos,
fumbling a Concentration check, casting spells in the inner altar room of an
enemy deity or in similar situations.
Rules: while Ecstatic you are consumed by your deity or source of power,
finding difficult to act in a different manner. If you act in accordance with
your deity’s ethos, you have Advantage on Attack Rolls, Ability Checks and
Damage/Healing Rolls. Otherwise, you have Disadvantage on the same checks and
must always succeed at a Concentration (usually DC 10) to cast a divine spell.
Here are a few examples of Ecstatic-drive behavior:
- Cleric
of Knowledge - protect and avoid the destruction of anything written in
your sight (including scrolls).
- Cleric
of Life - heal or protect a living creature, DON’T kill/hurt anything
besides undead and fiends (but don’t seek combat unless cornered and facing
those creatures).
- Cleric
of Light - destroy the undead, banish darkness and keep light sources (in
THAT order).
- Cleric
of Nature - heal or protect animals/plants, DON’T kill animals/plants,
kill ONLY aberrations and undead.
- Cleric
of Tempest - destroy everything on sight. Collateral Damage is your god.
- Cleric
of Trickery - always stunt, feint or perform an action different from a
straight attack. Sow chaos and confusion. You can’t dispel illusions,
reveal invisibles creatures and speak truths. You’re Loki from the MCU,
have fun!
- Cleric
of War - engage as many enemies as possible in melee attack, ALWAYS. Don’t
leave any enemy alive, NEVER. Don’t heal anything besides yourself (so
that you can kill more). Sail a road of blood and slaughter!
- Druids
- heal or protect animals/plants, DON’T kill animals/plants, seek
aberrations and undead to kill, and destroy as many artificial structures
and urban terrain as possible.
- Paladin
of Devotion - If there are aberration, fiend or undead around, destroy
them first and forget the rest. Otherwise, fight fair and only one-to-one,
never feint or deceive, be merciful (leave all enemies alive).
- Paladin
of the Ancients - If there are aberration, fiend or undead, destroy them
first and forget the rest. Otherwise, your top priority is protecting and
healing elemental, fey, animals and plants.
- Paladin
of Vengeance - If there are aberration, fiend or undead, destroy them
first and forget the rest. Otherwise, target the most powerful enemy in
sight and kill him, never retreat and don’t stop for “ignoble” deads like
healing allies.
Ecstasy ir hard on mortals. While under this Condition, every other
round, you succeed at a Charisma Saving Throw at the end of your turn or gain 1
level of Exhaustion. If you reach Exhaustion 6 while Ecstatic you are consumed
by divine energy and dies. After suffering Exhaustion 1-5 from this Condition
you shut yourself to your divine source. This removes Ecstatic but also all
your divine powers until you get a short rest.
Momentum
I hate both whiff factor or just hearing “roll an Attack Roll” round
after round. This Condition hopefully may change that a little. It can really
change the pace of a combat, se be aware. I’m aiming for RPGs like 2d20,
Chronicles of Ramlar and Warhammer 1st and 4th.
You attack swiftly, keep your enemies against the wall or otherwise has
dominance in battle.
Rules: you can gain Momentum usually accomplishing a Trigger (there a
list below). Only one side of the battle can have Momentum at any time (or none
can have it): your side or the monsters’ (if there are more factions, then only
one of them can have Momentum). That means that if the enemy gets Momentum, you
lose it instantly (and vice-versa).
Here are the most common Triggers, to be adjusted or changed to suit the
DM style and the campaign flavor:
- You’re
the first to act in the round and you hit your target.
- You’re
flanking and hit your target (only if your side is in greater number).
- You
roll a Critical Hit.
- Your
perform a stunt that change the tactical aspect of the battle (DM’s call).
There is one “Anti-Trigger”. If you have Momentum and roll a natural 1
or falls unconscious, the other side automatically gains it.
You can spend Momentum at any time (it’s not an action) to do one of the
following:
- Grant
Advantage to an ally (Attack Roll, Ability Check, Saving Throw or Damage
Roll).
- Inflict
Disadvantage to an enemy (Attack Roll, Ability Check, Saving Throw or
Damage Roll).
- Force
an enemy spellcaster to roll Concentration (DC 10) to cast or maintain a
spell.
- Make
an ally go next in the initiative order (only this round).