Mass Effect 5e - Player's Handbook

Conditions

All of the conditions which can affect a character or object are listed below. Note that there are a few new conditions in this system in order to maintain consistency with the Mass Effect setting:

New Conditions: Frozen, Lifted, Primed, Targeting, Unprotected

Conditions

Blinded


  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed


  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Deafened


  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion


Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Frightened


  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Frozen


  • A frozen creature is incapacitated (see the condition) and can't move or speak.
  • The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.

Grappled


  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the throw spell.

Incapacitated


  • An incapacitated creature can't take actions or reactions.

Invisible


  • An invisible creature is impossible to see without the aid of gadgets or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Lifted


  • A lifted creature is restrained (see the condition).
  • The creature is primed (force) (see the condition). Any detonating attack ends the lifted condition after resolving the detonation effect.
  • Any lifted object has no mass and is dangled in the air by a temporary mass effect field. Thus, a lifted creature can be pushed, pulled, or otherwise manipulated for varying results.

Paralyzed


  • A paralyzed creature is incapacitated (see the condition) and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws. 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.

Poisoned


  • A poisoned creature has disadvantage on attack rolls and ability checks.

Primed


Some spells and attacks cause the target to become primed. When a primed target is hit with a detonating spell or attack the primed condition ends and the detonation causes an explosive effect. There are five primed types: Force, Necrotic, Fire, Cold, or Lightning, which correspond with the following explosions:

Type Explosion
Force The primed target takes 2d6 force damage, is knocked back 6m and becomes prone.
Necrotic The primed target takes 1d12 necrotic damage amd must pass a DC 13 Constituion saving throw or becomes stunned until the end of its next turn.
Fire Each creature within a 4m radius, including the primed target, catch fire, taking 1d6 fire damage. Each creature continues to burn for 1 minute, taking 1d6 fire damage at the start of its turn. A creature that is on fire can use its action put out the fire.
Cold Each creature within a 4m radius, including the primed target, must pass a DC 15 Strength saving throw. On a failed save a creature is frozen until the end of its next turn.
Lightning Each creature within a 4m radius, including the primed target, takes 3d4 lightning damage.

A creature can suffer from multiple primed types simultaneously as long as each type is different. When detonated, all explosions happen at once centered on the location of the primed target.

Prone


  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained


  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned


  • A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Targeting


  • A targeting creature's speed is reduced by half.
  • The creature automatically fails Dexterity saving throws. Attack rolls against the creature have advantage.
  • Targeting ends if one of the following occurs:
    • The creature ends the condition as a reaction, which the creature takes when it sees another creature make an attack or cast a spell.
    • When the creature gains full or three-quarter cover
    • When the creature is knocked prone, lifted, or incapacitated.

Unconscious


  • An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • 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.

Unprotected


  • An unprotected creature has no shield points and no barrier ticks.
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