Difference between revisions of "Infirmities (5A)"

From Action
Jump to navigation Jump to search
Line 9: Line 9:
 
* Your addiction can be recognized with a Wisdom (Medicine) check against your passive Charisma (Deception). Any Charisma skill used against you that involves your addiction has advantage.  
 
* Your addiction can be recognized with a Wisdom (Medicine) check against your passive Charisma (Deception). Any Charisma skill used against you that involves your addiction has advantage.  
 
* Your addiction doubles your living expenses.  
 
* Your addiction doubles your living expenses.  
* The thing you are addicted to has no harmful effect on you, and you are immune to further addiction of any kind.  
+
* The thing you are addicted to has no effect on you, and you are immune to further addiction of any kind.  
* Your blood is mildly toxic. Creatures draining your blood never gain any benefit and you are immune to drugs, poison, and parasitic infection.
+
* Your blood is mildly toxic. Creatures cannot drink your blood and you are immune to drugs, poison, and parasitic infection.
  
 
===  Follower ===
 
===  Follower ===

Revision as of 09:21, 23 November 2021

5A5A logo
Starfox's 5th Edition Fan Page

Infirmities for use with the Invalid background.

Strange Signs, [[Signs of the Supernatural (5A)|Signs of the Supernatural], and Infirmities are all about disadvantages and compensations you can get from backgrounds.

Addicted

You are addicted to a recreational drug like alcohol. This is a cinematic adaptation of addiction. Don't push this to where it becomes uncomfortable and check with other players they are ok with this theme.

  • You are able to function normally in combat and similar stressful situations. Whenever you are not in danger, you suffer the Poisoned condition, either from the effects of your addiction, or from withdrawal.
  • Your addiction can be recognized with a Wisdom (Medicine) check against your passive Charisma (Deception). Any Charisma skill used against you that involves your addiction has advantage.
  • Your addiction doubles your living expenses.
  • The thing you are addicted to has no effect on you, and you are immune to further addiction of any kind.
  • Your blood is mildly toxic. Creatures cannot drink your blood and you are immune to drugs, poison, and parasitic infection.

Follower

Whenever you cannot perceive an ally within 100 ft., you are Frightened, but instead of not moving closer to what frightened you, you cannot move further from where you think your friends are. You can do the Help action as a reaction to any action an ally takes.

Leper

This explores the consequences of prejudice. It should only be selected if all players are comfortable with it.

You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be any horrid-looking ailment. This condition is not contagious or debilitating, but looks obviously unhealthy. Most NPCs have a hostile attitude to you and harass you or treat you as if you weren't there. They will not provide you services or lodging at any price. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you. You gain proficiency in Survival and are immune to disease.

Paranoia

You cannot use or benefit from the Help action. You must always attempt saving throws against all spells, even those cast by allies. Allies wishing to cast spells with a range of touch on you must make attack rolls as if you were an enemy. You are immune to the Charm condition and are never surprised.

Blind Eye

You are blind in one eye. Halve the range of any weapon or spell you use. You see invisible creatures and objects within 30 ft. as if they were visible.

Deaf

You permanently suffer the Deafened condition. You have learned to lip-read any language you know as long as you can see the speaker and is within 30 ft.

Hoarse

You cannot speak in more than a whisper. You cannot make yourself understood to a creature more than 5 ft. away or be heard at all beyond 15 ft. This restricts your social interactions and the range of spells that require targets to hear you, but also makes it easy for you to cast spells without being noticed.

Hook Hand

One of your hands is severed and has been replaced with a hook. You cannot wield a weapon in this hand or use a two-handed weapon, but you can do the following with the hook.

  • You can satisfy the somatic components of spells and it counts as a spell focus.
  • You can reload a one-handed weapon with the ammunition property held in your other hand.
  • You can use the hook as a dagger and make an attack as a bonus action without counting it as an off-hand attack.
  • You can make a Strength (Athletics) check to grapple as a bonus action.

Crippled Arms

Your arms are severed or useless. You have trained your feet to overcome these limitations, when you are prone you can use your feet as if they were hands. You do not suffer or give disadvantage on attack rolls when prone. You learn the Mage Hand cantrip and can cast it using your normal spellcasting ability. If you are not a spellcaster, use Dexterity as the spellcasting ability of your Mage Hand.

Lame

Your legs are maimed or paralyzed. You need a wheelchair or similar conveyance to move around. Double the movement penalties for difficult ground. You suffer disadvantage on most Acrobatics and Athletics checks, as determined by the DM. Your steady position increases the range of any ranged attack or spell you use by half (+50%).

Limp

You have a leg injury that reduces your land speed to 20 ft. This speed cannot be reduced by encumbrance or armor. You are immune to caltrops, Grease spells, and similar floor hazards.

Missing Leg

You cannot walk without using a crutch, and even then your land speed is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles to compensate, gaining a +2 bonus to Strength.