World Dungeon effect node
Buffs, Debuffs, damage types, and defensive rules for building useful loot without accidentally turning a crawler into an unkillable lawsuit.
Reference results
57 found · showing 48
Uncommon damage type referenced by Resistance, Vulnerability, and Immunity.
The DR of a piece of armor with this quality applies against Armor-Piercing damage.
Roll all Skill Checks that require sight with Disadvantage.
You take 1d6+F at the end of each round. Stackable.
Common damage type referenced by Resistance, Vulnerability, and Immunity.
You take 1d10+F Fire damage at the end of each round.
Finally, calculate Damage Immunity. Creatures can have Damage Immunity to specific types of damage, such as a Fire Elemental being immune to Fire damage, so the old Earth saying “fight fire with fire” won’t get you very far here. A creature reduces any damage to zero when it is a type to which they are immune. An Immunity also ignores any additional effects that come from that damage, such as Debuffs.
When a crawler loses a specific number of Health Bar slots, this Buff causes the attacker to lose 1 HB slot. Some versions of this Buff can direct the damage elsewhere (as in the case of Florin’s least favorite External Buff).
When a target takes damage, that damage total is reduced by their Damage Resistance (DR) first. The rest of the damage, if any, is applied to the victim’s Health Bar. There are two types of Resistance: Damage Resistance and Elemental Resistance. Damage Resistance (DR) is resistance against all types of damage. A creature that has resistance to an elemental type, such as Fire Resistance, takes half as much damage of that type whenever they take damage.
After Resistance is applied, use any Damage Vulnerability. Creatures can have Damage Vulnerability to specific types of damage, such as a Fire Elemental being vulnerable to Ice damage. A creature takes twice as much damage when they’re vulnerable to that damage type.
You take 1d6+F damage at the end of each round.
You are at 0% HB. Your Con Mod is how many rounds you have before you die. Subtract 1 from this countdown value at the end of each round. Additionally, each time a Dying Crawler would take damage from any source, they instead subtract 1 from the count-down value.
You are in a state of extreme uncontrolled fury. You may only perform Attack and Move Actions.
You have a -1 penalty on all Checks and your Move is halved. Stackable. Until the end of a long rest.
Gains +Floor Number to all of a crawler’s Stats for 30 hours.
You are actively being held. You can’t use Move Actions or take a Step but may still twist your body to Evade. Attacks against a Held foe are made with Advantage.
An Invisible creature can’t be targeted by anything that requires sight, and their equipment and gear are also concealed. An Invisible creature also benefits from Unseen Attackers benefits (see p. 85).
Doubles the crawler’s DR for 30 minutes.
You take a -5 penalty to all Checks.
You take a -2 penalty to all Checks.
You take a -5 penalty to all Checks. Gaining a Major Injury a second time changes it to a Long-Term Major Injury.
You take a -2 penalty to all Checks. Gaining a Minor Injury a second time changes it to a Long-Term Minor Injury.
Some attacks feature multiple damage types, such as Fire and Force with a Rank 10+ Magic Missile Spell. Split the damage evenly between each type, and Resistance, Vulnerability, or Immunity to one of those types applies only to that portion of the damage. So if you have Immunity to Fire against a 20-damage Magic Missile Spell, you still take 10 Force damage from it.
You can’t speak or cast Spells.
You can’t take any Actions.
You take 1d8+F Poison damage at the end of each round. Stackable.
If your next Action requires a roll, it’s made with Disadvantage.
Restores a crawler to full Health (once per 5 hours).
Gains Int Mana every 10 minutes.
When a crawler suffers a type of damage, they can activate this External Buff to instantly reduce damage.
Restores a crawler to full Mana (once per 5 hours).
Cannot be forcibly pushed, pulled, slid or otherwise moved around.
Crawlers can have a maximum of three External Buffs active at one time. If they have access to more than three, the player chooses which three are active at the start of the crawling day. Write them down on the External Buffs section of your character sheet. Typically, those are the Buffs that will be most useful to the crawler until the end of their next long rest. If a crawler gains access to a new External Buff during their adventuring day, they can change which External Buffs they have active during a short rest.
When a crawler falls by a particular distance or more, this External Buff activates to prevent Bludgeoning damage from falling and has the crawler land in a classic superhero pose instead.
You’re Staggered (see below) and take 1d10+F Poison damage at the end of each round.
You make all your Checks with Disadvantage.
You lose your next Action.