Conditions alter a creature’s capabilities in a sort of way and may arise as a result of a spell, a category feature, a monster’s Attack, or other effects. Most Conditions, like blinded, are impairments, but a few, like invisible, are often advantageous.
A condition lasts either until it’s countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple Effects impose a similar condition on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t decline. A creature either features a condition or doesn’t.
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The following definitions specify what happens to a creature while it’s subjected to a condition.
- A blinded creature can’t see and automatically fails any ability to make sure it requires sight. Attack rolls against the creature have a plus, and therefore the creature’s attack rolls have a drawback.
- A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has a plus in any ability check to interact socially with the creature.
- A deafened creature can’t hear and automatically fails any ability to make sure it requires a hearing.
- Some special abilities and environmental hazards, like starvation and therefore the long-term effects of freezing or scorching temperatures, can cause a special condition called exhaustion. Exhaustion is measured in six levels. an impact can provide a creature with one or more levels of exhaustion, as laid out in the effect’s description.
More likely though, the DM is being strange. Maybe they think your character is overpowered? Maybe they’re targeting your worst saving throws on purpose? I’m not really sure, but it seems like they’re being unreasonable. Constant use of those abilities isn’t fun, generally doesn’t even feel realistic, and doesn’t make much sense if enemies are always targeting you specifically.
Note that this spell is so good if you’ve got a spellcaster within the party they must catch on, in order that they can protect you although your class can’t catch on. It is also not too tough to argue why they must use a spell slot to stop a PC from being completely taken out of a fight since that’s bad news for everybody.
- A stunned creature is incapacitated (see the condition), can’t move, and may speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have a plus.
A humanoid that you simply can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to interrupt through or be paralyzed for the duration. At the top of every one of its turns, the target can make a Constitution saving throw. On successful, the spell ends on the target.
At Higher Levels. once you cast this spell using a spell slot of 3rd level or higher, you’ll target one additional humanoid for every slot level above 2nd. The humanoids must be within 30 feet of every other once you target them.
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