Shaken
I created this condition pretty much by accident when working on the Prognosticators Militant, a new monastic order for monks.I liked the effect a great deal and think it has the potential to be a condition with a wider place in the game.
Shaken represents a state of startlement and possibly anxiousness that prevents a character from performing at their best. It could be caused by something that invokes feelings of horror, shock, or anxiety. It isn't precisely a fear effect, because a creature incapable of fear can still be briefly taken aback and distracted. However it's certainly an effect that certain monsters who already create fear effects might also be capable of. Indeed the combination of frightened and shaken would synergise in such a way that the affected character would have no choice but to either be rooted to the spot in terror or flee in panicked and disorderly fashion. I don't think every monster should be able to pull out this combo, but it would be great if used sparingly. Here's the definition of the shaken condition:
If a shaken creature moves 5 feet or more or takes the dash or disengage action on their turn while they are shaken, they have disadvantage on all attacks and ability checks made in the same turn.Here are a few examples of how you might add powers to creatures in your game that cause the shaken condition:
Intimidating Blow (recharge 5-6). The monster makes a melee weapon attack. If it hits and the target takes damage, they must also make a DC 14 Constitution saving throw or be knocked prone and be shaken. On a successful saving throw, the target is not knocked prone, and cannot be shaken again by this ability until 24 hours have passed. A target that fails its initial saving throw can repeat it at the end of each of their subsequent turns, ending the shaken condition on a success, and becoming immune to the monster's Intimidating Blow until 24 hours have passed.
Mighty Bellow (recharge 6). The monster roars loudly, and every enemy creature within 30 feet of it makes a DC 14 Wisdom saving throw. f it hits and the target takes damage, they must also make a DC 14 Constitution saving throw or be knocked prone and be shaken. On a successful saving throw, the target is not knocked prone, and cannot be shaken again by this ability until 24 hours have passed. A target that fails its initial saving throw can repeat it at the end of each of their subsequent turns, ending the shaken condition on a success, and becoming immune to the monster's Intimidating Blow until 24 hours have passed.
Startling Aspect. Once per turn, when the monster's movement takes it in and out of an enemy's reach, and the enemy either misses their opportunity attack or don't take one, that enemy must make a DC 14 Wisdom saving throw. On a failed saving throw, the target is shaken until the end of its next turn. On a success, the target cannot be shaken again by this ability until 24 hours have passed.
Falling
Falling is one of those areas of the game which isn't that well served by the rules. There are quirks to it such as characters always hitting the ground seconds after they fall regardless of height (which also doesn't allow for the character to be saved mid-fall). And there are also ill-defined aspects such as what happens when a character is forced over an edge.The alternative rules presented here attempt to redefine falling as a condition, also creating a condition known as teetering which applies to characters when they're about to fall. These conditions allow characters the opportunity to save themselves or be saved from otherwise fatal falls.
A fall from a great height is one of the most common hazards facing an adventurer. When a creature falls, they gain the falling condition.
Sometimes a creature is forced off an edge by an enemy's actions, a trap, or an environmental effect. When a creature is targeted by a forced movement effect that would move it over an edge and cause it to fall, it immediately gains the teetering condition.
Where the creature will be moved to should be determined, but does not yet apply - the creature remains in its current space and is only moved at the end of the round (after every participant in the encounter, including the teetering creature, has taken its turn).
The effects of falling and teetering aren't resolved until initiative count 0, after all creatures involved in an encounter have taken their turns for the round. There is therefore an opportunity to save the endangered creature, or for them to save themselves if they've yet to take their own turn.
Avoiding or Ending a Fall
When a creature is teetering while they are still within their reach of something they can reasonably grab onto (such as the edge itself, a railing, low wall, or outcropping), it may make a Strength saving throw to grab hold and prevent the fall. The DC is usually 10. If the creature succeeds, it becomes prone and neither of its hands are free until it is able to clamber up to ground level and get to its feet. If the creature fails its saving throw, it gains the teetering condition as normal.
A creature may also attempt to arrest its fall if it comes within its reach of an outcropping or something else they can reasonably grab onto mid-fall. They may make a DC 15 Strength saving throw. On a success, the creature suffers falling damage based on the distance it has already fallen, it becomes prone and neither of its hands are free until it is able to clamber up to ground level and get to its feet. On a failed saving throw, the creature retains its falling condition.
Flying Creatures and Falling
If a creature is knocked prone while flying, it gains the falling condition (not the prone condition).
Consequences of a Fall
At the end of a fall, a creature loses the falling condition and takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
If the creature has fallen a particularly large distance and is unable to avoid taking damage from the fall, the DM may rule that it dies instantly.
New Conditions: Teetering and Falling
Teetering
- A teetering creature remains in its current space until the end of the round.
- A teetering creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- A teetering creature cannot be affected by forced movement of any kind other than the forced movement that initially caused it to gain the teetering condition.
- A teetering creature can use any Action or Bonus Action on its turn as long as they do not cause it to move from its present location. It can also take a Reaction as normal if one is triggered. Alternatively, a teetering creature may opt to delay its turn. If it chooses to do so, the creature is moved to the top of the initiative order for the following turn.
- At initiative count 0 the forced movement is applied. The creature may make a Strength saving throw to prevent itself from falling if it is viable for them do so. If it cannot or does not do so, or if it fails its saving throw, the creature loses the teetering condition and immediately gains the falling condition.
- If the creature opted to delay its turn until the end of the round, it may use its Action and Bonus Action after the forced movement is applied but before it gains the falling condition. It can also take a Reaction as normal if triggered. The creature may use movement that occurs as part of an Action, Bonus Action or Reaction, but only if that movement is as a result of flight or teleportation.
Falling
- At initiative count 0, a falling creature falls directly downward at a speed of 500 feet. It does so every round until it reaches the ground of otherwise loses the falling condition.
- A falling creature cannot move on its turn unless it has a flying speed, but it can take its Action and Bonus Action. It can also take a Reaction as normal if it is triggered. The creature may use movement that occurs as part of an Action, Bonus Action or Reaction, but only if that movement is as a result of flight or teleportation.
- A falling creature has disadvantage on attack rolls.
- An attack roll against a falling creature has disadvantage.
Dazed and the Confusion Spell
As a special bonus, I wanted to revisit the dazed condition I presented in the previous article Two New Conditions for Fifth Edition, and rewrite Confusion so that dazed is one of the possible effects.Confusion
4th-level enchantmentCasting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can’t take reactions and must roll a d12 at the start of each of its turns to determine its behavior for that turn.
d12 | Effect |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
2-6 | The creature doesn’t move or take actions this turn. |
7-8 | The creature is dazed until the beginning of its next turn. |
9-10 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
11-12 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot level above 4th.
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