When Relaxing during Downtime, the character's Misery is reduced to its minimum. If your minimum Misery would gain you an affliction, that affliction cannot be removed until your Misery minimum decreases under that threshold. Once the condition has ended, your minimum Misery increases by 5 permanent Misery that can be removed by nothing less than a Wish spell or divine intervention. You are Miserable until your misery total is reduced under its maximum, you Relax during Downtime or until you die. While Miserable, you are vulnerable to all damage, has disadvantage on all roll, and are no longer considered an ally for the purpose of class features and spells. When you reach your maximum Misery, you are Miserable. The Greater Restoration spell removes 1 affliction.Ĭritical Failure: You fail to cure your Affliction, gaining a new one in the process.įailure: You fail to cure your Affliction.Ĭritical Success: In a moment of clarity, you cleared yourself of all Afflictions and Stress. When you take a long rest, you can take some time without any activity (no hunting, keeping watch etc) to refocus yourself and cure an affliction. They fall to 0 hp but stable, and must retire until at least 1 affliction is cured. A character who gains more than 3 affliction suffers from a breakdown. avoiding extra stress, not running thru halls too much, keeping light up, camping and camping skills at the right time, killing enemies faster, good party comp, killing stress dealers first, etc Like healers there's stress healers that can heal others or just themselves.
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