![]() They can attempt a flat DC 15 check at the end of each of their turns, ending the effect on a success. Is petrified in ice until they take fire damage. Is Frozen (see below) and takes cold damage at the start of each of their turns while frozen. This technically applies to spellcasters too, when they make multiple spell attacks. I think this one is interesting because it’s very powerful at lower levels but less powerful at higher levels where characters are making multiple attacks each turn. This condition ends at the end of their turn. The first attack the creature makes during their next turn fails. While cursed this way, the target must repeat its last action it took to the best of its ability. The creature is cursed until the end of its next turn. It does prevent them from drawing a magic weapon or changing it out, though. It doesn’t prevent use of magic weapons, however, since Use An Object is different than the Attack action. This normally prevents the Pokemon from using items, so this one is worded to prevent the use of magic items. While cursed this way, they cannot draw or stow magic items or take the Use An Object action with magic items. Renamed from Curse because cursed has meaning in D&D 5e. While cursed in this way, they take necrotic damage equal to 25% of its maximum health (rounded down) at the end of each of their turns. The creature must make a flat DC 5 check or hurt themselves in confusion, taking bludgeoning damage equal to 10% of their maximum health (rounded down). The creature takes fire damage at the start of each of their turns until a creature spends an action putting out the flames. Use this calculation anywhere below that says. So a character with 65 hit points would take 6 damage each turn. This number makes the math as easy as just counting the tens place of a number. ![]() Instead, let’s have damage-over-time effects deal 10% of the creature’s hit point maximum (rounded down) each turn. That’s a bit difficult to calculate for D&D, but the idea of making In Pokemon, most damage-over-time effects deal 1/16th of the Pokemon’s hit points each turn. Here are some status effects from Pokemon! I’ve reworded them for use in 5e and added some notes on their application. ![]() I’ve been doing a few posts on using status effects from other properties for D&D 5e, including Pathfinder and Final Fantasy. ![]()
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