Additional Homebrew Status Conditions

Break

Until the end of it’s next turn, the target’s damage resistances (But not immunities) to weapons and force damage are negated.

  • The target also has disadvantage on checks & saves against being Knocked FighterArts_topple Prone.
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:FighterArts_break: Break: Until the end of it's next turn, the target's damage resistances (But not immunities) to weapons and force damage are negated. - The target also has disadvantage on checks & saves against being Knocked :FighterArts_topple: Prone.

Knock-up

The target is FighterArts_launch hurled into the air (up to 15 ft) and suspended until the end of it’s next turn.

  • It can’t take the Attack action, use item or weapon attacks, or move.
  • It can use reactions and cast spells with verbal/somatic components.
  • It must succeed on a Concentration save (DC: 10 + Half of damage) to maintain any ongoing concentration spell.
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:FighterArts_launch: Knock-up: You’re :FighterArts_launch: hurled into the air (up to 15 ft) and suspended until the end of your next turn. - You can’t take the Attack action, use item or weapon attacks, or move. - You can use reactions and cast spells with verbal/somatic components. - You must succeed on a Concentration save (DC: 10 + Half of damage) to maintain any ongoing concentration spell.

Knockdown

When a FighterArts_launch Launched creature is struck by a FighterArts_smash Knockdown Afflicted Ability, it crashes down onto the floor FighterArts_topple Prone, landing in its space.

  • They must succeed on a Concentration save (DC: 10 + Half of damage) to maintain any ongoing concentration spell.
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:FighterArts_smash: Knockdown: When a :FighterArts_launch: Launched creature is struck by a :FighterArts_smash: Knockdown Afflicted Ability, it crashes down onto the floor :FighterArts_topple: Prone, landing in its space. - They must succeed on a Concentration save (DC: 10 + Half of damage) to maintain any ongoing concentration spell.

Burst

While a creature is Conditions_daze2 Stunned or FighterArts_launch Launched, you can consume that condition to send it flying 15 ft. away (no save).

  • If it collides with a solid surface, it takes 2d8 force damage.
  • Any attacks against the creature will have a Crit Ratio reduced by 1 till the beginning of it’s 2nd turn.
  • Temporarily removes any present “Enraged” Status till the end of it’s 2nd turn.
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:Conditions_burst: Burst: While a creature is :Conditions_daze2: Stunned or :FighterArts_launch: Launched, you can consume that condition to send it flying 15 ft. away (no save). - If it collides with a solid surface, it takes 2d8 force damage. - Any attacks against the creature will have a Crit Ratio reduced by 1 till the beginning of it's 2nd turn. - Temporarily removes any present "Enraged" Status till the end of it's 2nd turn.

Spell-Bind

A creature afflicted with this condition are unable to cast any spells & arts for the duration.

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Spell-Bind: A creature afflicted with this condition are unable to cast any spells & arts for the duration.

Aura-Bind

Any form of Aura effects by items, abilities, and arts are stopped for the duration.

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Aura-Bind: Any form of Aura effects by items, abilities, and arts are stopped for the duration.

Ghosting

A Creature Afflicted with Ghosted gain the ability to phase through other Creatures.

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Ghosting: A Creature Afflicted with Ghosted gain the ability to phase through other Creatures.

Stasis

A creature that is in stasis is unable to move, attack, cast abilities, or use item actives while also being un-targetable and invulnerable for the duration.

The creature remains fully conscious to their surroundings but unable to speak.

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Stasis: A Creature that is affected by this condition is unable to move, attack, cast abilities, use item actives, becomes untargetable and invulnerable for the duration. - *The creature remains fully conscious to their surroundings but unable to speak.*

Suppression

A creature that is affected by this condition is unable to move, attack, cast abilities, or use item actives for the duration.

The creature automatically fails Strength and Dexterity Saving Throws.

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Suppression: A Creature that is affected by this condition is unable to move, attack, cast abilities, or use item actives for the duration. - The creature automatically fails Strength and Dexterity Saving Throws.

Grounded

A Creature that is affected by this cannot use any movement abilities/arts.

Any creature that is in mid dashing upon being afflicted with this condition will immediately stop on the spot.

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Grounded: A Creature that is affected by this cannot use any movement abilities/arts. - *Any creature that is in mid dashing upon being afflicted with this condition will immediately stop on the spot.*

Berserked

The Creature is subjected to unparalleled, animalistic Rage—unable to discern friend from foe—attacking at all costs. The Berserked creature inherits:

  • A reduction of 3 from its Armor Class.
  • Disadvantage on Dexterity Saving Throws (or automatic failure if already disadvantaged).
  • An additional bonus action attack (Bite, 2d6+Dex/Str Moodifier Piercing dmg, or Claw, 2d4+Dex/Str Modifier Slashing dmg. Both using proficiency+Dex Modifiers on rolling to Hit).
  • Doubled movement speed while facing an enemy.
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Berserked: In this state, the creature enters a frenzied rage where it loses all distinction between friend and foe: - Its Armor Class is reduced by 3 - It suffers disadvantage on Dexterity Saving Throws (or automatic failure if already disadvantaged) - Gains an extra bonus action attack (Bite, 2d6+Dex/Str Modifier Piercing dmg, or Claw, 2d4+Dex/Str Modifier Slashing dmg) - Its movement speed is doubled while engaged with an enemy.

Vanilla D&D 5e Status Conditions

Dazed

Has Disadvantage on Wisdom Saving throws & Abilities that proc on Conditions_daze2 Stunned condition, can’t take Reactions, and loses the Dexterity bonus to their Armor Class. Removed if an ally Helps this creature.

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:Conditions_dazed: Dazed: Has Disadvantage on Wisdom Saving throws & Abilities that proc on :Conditions_daze2: Stunned condition, can't take Reactions, and loses the Dexterity bonus to their Armor Class. Removed if an ally Helps this creature.

Off-Balanced

The affected entity has Disadvantage on Strength and Dexterity Ability checks, and Attack rolls against the entity have Advantage.

  • Removed by taking damage or when Helped.
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:Conditions_off_balance: Off-Balanced: The affected entity has Disadvantage on Strength and Dexterity Ability checks, and Attack rolls against the entity have Advantage. - Removed by taking damage or when Helped.

Hamstrung

Movement Speed reduced by 50%. Can be removed by healing.

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:Conditions_hamstrung: Hamstrung: Movement Speed reduced by 50%. Can be removed by healing.

Gaping-Wounds

Attacks against this creature deal an additional 1d4 Piercing damage. Can be removed by healing.

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:Conditions_gaping_wounds: Gaping-Wounds: Attacks against this creature deal an additional 1d4 Piercing damage. Can be removed by healing.

Bleeding

Bleeding Creatures takes additional 1d6 {Scaling with level} Slashing dmg at the start of each turn and has Disadvantage on Constitution Saving throws. Can be removed by healing.

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:Conditions_bleeding:Bleeding: Bleeding Creatures takes additional 1d6 (Scaling with level) Slashing dmg at the start of each turn and has Disadvantage on Constitution Saving throws. Can be removed by healing.

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.
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:Conditions_blinded: 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.
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💗 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.

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Deafened: A deafened creature can’t hear and automatically fails any ability check that requires hearing.

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.
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Deafened: 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.

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.
  • 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 Thunderwave spell.
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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. - 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 Thunderwave spell.

Incapacitated

An incapacitated creature can’t take ACTIONS or REACTIONS.

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Incapacitated: An incapacitated creature can’t take ACTIONS or REACTIONS.

Invisible

An invisible creature is impossible to see without the aid of magic 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.
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Invisible: An invisible creature is impossible to see without the aid of magic 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.

Paralyzed

A paralyzed creature is Incapacitated 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
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Paralyzed: A paralyzed creature is Incapacitated 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.

Petrified

A petrified creature is Transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.

  • The creature is Incapacitated, can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have Advantage.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • The creature has Resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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Petrified: A petrified creature is Transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - The creature is Incapacitated, can’t move or speak, and is unaware of its surroundings. - Attack rolls against the creature have Advantage. - The creature automatically fails Strength and Dexterity Saving Throws. - The creature has Resistance to all damage. - The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

A poisoned creature has disadvantage on Attack rolls and Ability Checks.

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Poisoned: A poisoned creature has disadvantage on Attack rolls and Ability Checks.

Prone

A Prone creature’s only Movement option is to crawl, unless it stands up at the cost of half it’s movement speed on it’s turn 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.
  • The creature also has disadvantage against FighterArts_launch Launch & Conditions_daze2 Stunned afflicting Arts.
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:FighterArts_topple: Prone: A Prone creature’s only Movement option is to crawl, unless it stands up at the cost of half it's movement speed on it's turn 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. - The creature also has disadvantage agaisnt :FighterArts_launch: Launch & :Conditions_daze2: Stunned afflicting Arts.

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.
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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, can’t move, and can speak only falteringly.

  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack rolls against the creature have Advantage.
  • The Creature also automatically fails on Conditions_burst Burst afflicting Arts.
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:Conditions_daze2: Stunned: A Stunned creature is Incapacitated, can’t move, and can speak only falteringly. - The creature automatically fails Strength and Dexterity Saving Throws. - Attack rolls against the creature have Advantage. - The Creature also automatically fails on :Conditions_burst: Burst afflicting Arts.

Unconscious

An unconscious creature is Incapacitated, can’t move or speak, and is unaware of its surroundings.

  • The creature drops whatever it’s holding and falls .
  • 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.
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Unconscious: An unconscious creature is Incapacitated, can’t move or speak, and is unaware of its surroundings. - The creature drops whatever it’s holding and falls. - 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.

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.

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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. Exhaustion Effects: - (1) Disadvantage on Ability Checks - (2) Speed Halved - (3) Disadvantage on Attack Rolls and Saving Throws - (4) Maximum HP Halved - (5) Speed Reduced to 0 - (6) D e a t h

Exhaustion Effects

Lv.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.

Hard Crowd Control

Crowd control (commonly shortened to CC) is a blanket term used in League of Legends to describe abilities or spells that remove or diminish the control a target unit has over aspects of itself, including being able to cast spells and issue movement or attack commands. Crowd control effects are essentially specialized forms of debuffs. However, because they directly hinder a unit’s combat ability, crowd control effects are often considered significantly more important than normal debuffs in regular gameplay, resulting in their special classification.

In This campaign what is Considered Hard Crowd Control would be the following: