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Take Out Hit Points and Replace It With... (wild ideas thread)
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8551627" data-attributes="member: 6871653"><p>yeah, I'd go with a few conditions tables going from 1 to 6 ranks, where 6 is ''You Die''. </p><ul> <li data-xf-list-type="ul">Poisoned/Diseased</li> <li data-xf-list-type="ul">Wounded (from weapons or damage spells)</li> <li data-xf-list-type="ul">Exhaustion</li> <li data-xf-list-type="ul">Fright/Morale</li> <li data-xf-list-type="ul">Doom/Corruption</li> </ul><p></p><p>Different ''attacks'' deal one or more rank from one of those charts. </p><p></p><p>Poison</p><table style='width: 100%'><tr><td>Rank</td><td>Effect</td></tr><tr><td>1</td><td>Poisoned. You have disadvantage on all ability checks and attack rolls. You can't benefit from a long rest if you are poisoned when the long rest ends. </td></tr><tr><td>2</td><td>Sickened. You have disadvantage on all Intelligence and Wisdom saving throws. You also make Constitution saves to maintain concentration with disadvantage.</td></tr><tr><td>3</td><td>Affliction. When you deal damage or regain hit points, roll all dice twice, taking the lowest result. </td></tr><tr><td>4</td><td>Wracking. You are vulnerable to all damage and you have disadvantage on Dexterity and Strength saving throws. </td></tr><tr><td>5</td><td>Pestilence. Your speed becomes 10 feet. Any creature that ends a rest within 15 feet of you must make a DC 15 Constitution saving throw or gain one level of poison. The target can make the save again after each hour. For each save failed, the creature gains another level of poison.</td></tr><tr><td>6</td><td>Bout. You die. </td></tr></table><p></p><p>Fright</p><table style='width: 100%'><tr><td>Rank</td><td>Effect</td></tr><tr><td>1</td><td>Frightened. You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight and you can't willingly move closer to it.</td></tr><tr><td>2</td><td>Fear. You can’t maintain Concentration on a spell or any feature while the source of your fear is within line of sight.</td></tr><tr><td>3</td><td>Panic. While the source of your fear is within line of sight, you can use only the Dash action or try to escape from an effect that prevents you from moving. If there's nowhere to move, you can use the Dodge action.</td></tr><tr><td>4</td><td>Torpor. While the source of your fear is within line of sight, creatures other than the source of your fear are invisible to you while beyond 5 feet of you.</td></tr><tr><td>5</td><td>Forfeit. While the source of your fear is within line of sight, you must make a DC10 Wisdom save at the start of your turn or your speed becomes 0 and you are incapacitated until the start of your next turn. </td></tr><tr><td>6</td><td>Shock. You die. </td></tr></table><p></p><p>Doom</p><table style='width: 100%'><tr><td>Rank</td><td>Effect</td></tr><tr><td>1</td><td>Doomed. You make death saving throws with disadvantage.</td></tr><tr><td>2</td><td>Malaise. You make all Charisma and Constitution saving throws and ability checks with disadvantage. </td></tr><tr><td>3</td><td>Apathy. You can’t benefit from advantage on any attack rolls or ability checks.</td></tr><tr><td>4</td><td>Frailty. You lose all resistance to all damage types. </td></tr><tr><td>5</td><td>Abandon. Whenever you attempt an action in combat, you must make a DC 10 Charisma saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.</td></tr><tr><td>6</td><td>Demise. You die.</td></tr></table></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8551627, member: 6871653"] yeah, I'd go with a few conditions tables going from 1 to 6 ranks, where 6 is ''You Die''. [LIST] [*]Poisoned/Diseased [*]Wounded (from weapons or damage spells) [*]Exhaustion [*]Fright/Morale [*]Doom/Corruption [/LIST] Different ''attacks'' deal one or more rank from one of those charts. Poison [TABLE] [TR] [TD]Rank[/TD] [TD]Effect[/TD] [/TR] [TR] [TD]1[/TD] [TD]Poisoned. You have disadvantage on all ability checks and attack rolls. You can't benefit from a long rest if you are poisoned when the long rest ends. [/TD] [/TR] [TR] [TD]2[/TD] [TD]Sickened. You have disadvantage on all Intelligence and Wisdom saving throws. You also make Constitution saves to maintain concentration with disadvantage.[/TD] [/TR] [TR] [TD]3[/TD] [TD]Affliction. When you deal damage or regain hit points, roll all dice twice, taking the lowest result. [/TD] [/TR] [TR] [TD]4[/TD] [TD]Wracking. You are vulnerable to all damage and you have disadvantage on Dexterity and Strength saving throws. [/TD] [/TR] [TR] [TD]5[/TD] [TD]Pestilence. Your speed becomes 10 feet. Any creature that ends a rest within 15 feet of you must make a DC 15 Constitution saving throw or gain one level of poison. The target can make the save again after each hour. For each save failed, the creature gains another level of poison.[/TD] [/TR] [TR] [TD]6[/TD] [TD]Bout. You die. [/TD] [/TR] [/TABLE] Fright [TABLE] [TR] [TD]Rank[/TD] [TD]Effect[/TD] [/TR] [TR] [TD]1[/TD] [TD]Frightened. You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight and you can't willingly move closer to it.[/TD] [/TR] [TR] [TD]2[/TD] [TD]Fear. You can’t maintain Concentration on a spell or any feature while the source of your fear is within line of sight.[/TD] [/TR] [TR] [TD]3[/TD] [TD]Panic. While the source of your fear is within line of sight, you can use only the Dash action or try to escape from an effect that prevents you from moving. If there's nowhere to move, you can use the Dodge action.[/TD] [/TR] [TR] [TD]4[/TD] [TD]Torpor. While the source of your fear is within line of sight, creatures other than the source of your fear are invisible to you while beyond 5 feet of you.[/TD] [/TR] [TR] [TD]5[/TD] [TD]Forfeit. While the source of your fear is within line of sight, you must make a DC10 Wisdom save at the start of your turn or your speed becomes 0 and you are incapacitated until the start of your next turn. [/TD] [/TR] [TR] [TD]6[/TD] [TD]Shock. You die. [/TD] [/TR] [/TABLE] Doom [TABLE] [TR] [TD]Rank[/TD] [TD]Effect[/TD] [/TR] [TR] [TD]1[/TD] [TD]Doomed. You make death saving throws with disadvantage.[/TD] [/TR] [TR] [TD]2[/TD] [TD]Malaise. You make all Charisma and Constitution saving throws and ability checks with disadvantage. [/TD] [/TR] [TR] [TD]3[/TD] [TD]Apathy. You can’t benefit from advantage on any attack rolls or ability checks.[/TD] [/TR] [TR] [TD]4[/TD] [TD]Frailty. You lose all resistance to all damage types. [/TD] [/TR] [TR] [TD]5[/TD] [TD]Abandon. Whenever you attempt an action in combat, you must make a DC 10 Charisma saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.[/TD] [/TR] [TR] [TD]6[/TD] [TD]Demise. You die.[/TD] [/TR] [/TABLE] [/QUOTE]
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