In LOR, creatures can be afflicted with a variety of status effects stated here.
Off-Balance
- You suffer –2 to all attack rolls.
- If Off-Balance is applied twice, you instead suffer Disadvantage on all attack rolls.
Off-Guard
- Enemies gain +2 to attack rolls against you.
- If Off-Guard is applied twice, enemies instead gain Advantage on all attack rolls against you.
Weakened
Weakened is presented in:
Weakened(Ability Score) <value>
You reduce all ability score related rolls by the value.
Strength
- STR based attack rolls, DC, damage, skill checks.
Dexterity
- DEX based attack rolls, DC, damage, skill checks.
- Reduce Dodge and Reflex saves by the value
Constitution
- Fortitude saving throws
- Reduce Max HP by your level * Weakened score
Wisdom
- WIS based attack rolls, DC, damage rolls, skill checks.
- Will saving throws
Intelligence
- INT based attack rolls, DC, damage rolls, skill checks.
Charisma
- CHA based attack rolls, DC, damage rolls, skill checks.
Mind
- The effect of having Weakened intelligence, charisma, and wisdom
Mind
- The effect of having Weakened strength, dexterity and constitution
Blinded
- The creature cannot see.
- Automatically fail checks that require sight.
- If the creature does not have any sense(e.g tremor sense) to detect incoming attacks, spells or effects. The creature takes a -5 penalty to saving throws, dodge and armor. If they do have those sense, they take a -2 penalty instead.
Deafened
You can't hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. You are immune to thunder damage.
Frightened
Terrified
An evolved state of frightened.
- The creature spends all 3 actions moving away from the source of the terror
- The creature gains disadvantage on will saves
- They can make a will saving throw to change this effect to frightened at the ends of its turn
Immobilized
- The creatures dodge is reduced by 10
- The creature cannot move, including using dodge or teleport abilities or spells
Incapacitated
- Cannot take actions or reactions
Restrained
- Dodge is reduced by 10
- Cannot use its hands to do any action except to try and break free
- -10 on Reflex saving throws
- Cannot cast spells F or M
- Speed is 0
- Follow the same rulled as grappled
Stunned
- Lose actions equal to the stun value
Dazzled:
The character gains disadvantage on perception check and gains a -1 to dodge and reflex saves.
Stupefied
Your thoughts and instincts are clouded. Stupefied comes with a value. You subtract the value from will saving throws. In addition, the creature is required to roll a flat DC 5 + spell level + stupefied value - <Spellcasting key modifier(int/cha/wis)> before they can cast a spell
Wounded
Reduce all D20 rolls by the wounded value. You have failed the amount of death saving throw equal to the wounded value
Invisible
- You cannot be seen
- Perception checks against you gain a -5 unless they do not rely on sight.
- You only can be targeted after a successful Seek action
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 considered paralyzed
- Attack rolls against the creature have advantage.
- The creature automatically fails reflex saves
- 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.
Blinded
You can't see, have your movement speed reduced to 10ft unless you have tremorsense where its then reduced to half. Your dodge and reflex save takes a -5 penalty and you gain a -5 to perception check which use sight and gain a -10 on perception check mostly or wholly reliant on sight. Ranged attacks are made with -10 and melee attacks are made with -5 unless you have tremor sense This overrides dazed.
Paralyzed
- A paralyzed creature can’t move or speak, nor take any actions or reactions
- The creature automatically fails reflex saves
- 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.
Prone
- Require an action to stand, or have to crawl
- Attack rolls have advantage against the creature if within 5ft else have disadvantage
- You have disadvantage on attack rolls unless using a any crossbow or firearm