規則 Rules

Extra status conditions and mechanics used in jujutsu play.

Status Conditions

Jujutsu sorcerers face trials that the standard set of conditions doesn’t quite capture. The following conditions are used throughout this setting in addition to the usual ones.

Berserk

  • On its turn, a berserk creature must spend its whole turn attacking the nearest creature it can reach. If several are equally close, it attacks one at random. A creature that moves out of its reach provokes an opportunity attack.
  • It has disadvantage on Wisdom and Charisma checks and saving throws.
  • It automatically fails Intelligence checks and saving throws, and it can’t concentrate.
  • While berserk, a creature is immune to the charmed and frightened conditions, and it loses either of those conditions the instant it becomes berserk.

The condition ends early if the berserk creature starts its turn with no creature in sight or hearing, or if an effect that removes the charmed condition, such as Calm Emotions, is used on it. Creatures immune to psychic damage or to the charmed condition are immune to Berserk.

A stronger form called Bloodlusted works the same way, except the creature fixates on a single creature and is freed only when that target is dead or can no longer be detected.

Bleeding

  • At the start of each of its turns, the creature loses hit points equal to the higher of the CR or level of whatever inflicted the condition, plus 5. This loss ignores temporary hit points and damage reduction.
  • It has disadvantage on Constitution saving throws.

The bleeding creature, or another creature within reach, can use an action to make a DC 10 Wisdom (Medicine) check to stop the bleeding; on a failure, the creature takes the bleeding damage again that turn. Healing at least half of the creature’s Constitution score in hit points also ends it. Constructs and creatures that don’t bleed are immune.

Burned

Burns come in degrees, and a higher degree also carries every lower one. For example, a second-degree burn also imposes the first-degree effect.

DegreeEffect
FirstDisadvantage on Charisma checks.
SecondDisadvantage on Constitution saving throws.
ThirdMake a Constitution saving throw against the source’s Cursed Energy DC (or a DC set by the GM) or be incapacitated for 1 minute, repeating the save at the start of each turn.

Finishing a long rest with proper treatment or ointment reduces the Burned degree by one. Magically regaining hit points equal to or greater than the damage that caused the burn removes it (or equal to your Constitution score if no damage was involved). Lesser Restoration and similar effects also remove it. Fire-immune creatures are immune, and the third-degree save is only made when the condition is first applied.

Chilled

  • The creature’s speed is halved.
  • It has disadvantage on Dexterity saving throws and checks.
  • Any option that normally lets it use an action as a bonus action, such as Dash, can only be used as an action.

The condition ends if the creature spends 10 minutes somewhere warm, or through Lesser Restoration or stronger effects. Creatures resistant or immune to cold, or to the exhaustion condition, are immune.

Confused

  • The creature has disadvantage on Intelligence and Wisdom saving throws and checks.
  • It has disadvantage on attack rolls, and attack rolls against it have advantage.
  • It can’t concentrate, and immediately drops any concentration it was maintaining.

Effects that remove the charmed condition also remove Confused. Creatures immune to the charmed condition, immune to psychic damage, or that are Constructs are immune.

Frozen

You may become partially or fully encased in ice. While Frozen, you are also Chilled. If three or more of your limbs are Partially Frozen, you become Fully Frozen.

StageEffect
PartiallyThe affected limb counts as removed. For every hour it stays frozen, the creature gains a level of exhaustion.
FullyThe creature is petrified but remains aware of its surroundings, and takes 1d12 cold damage at the start of each of its turns.

As an action, the creature can make a DC 12 Strength saving throw, even though frozen limbs count as removed, to break up to two limbs free on a success. A Fully Frozen creature can instead attempt a DC 16 Strength saving throw as an action, ignoring the petrified condition, to break free entirely. Creatures made at least partly of fire can’t be Frozen. A creature reduced to 0 hit points while Frozen is considered stable, but must roll death saving throws as normal once broken free.

Hallucinating

  • The creature takes a -5 penalty to Perception checks and passive Perception.
  • It begins perceiving false objects and scenarios, treating them as illusions (as the Major Image spell) that only it can perceive. What it sees depends on what caused the condition.

Constructs can’t be affected.

Shocked

  • The creature’s speed is reduced by a number of feet equal to the source’s proficiency bonus times 10 (or 20 feet if there is no source).
  • If the creature’s Strength or Dexterity modifier contributes to its Armor Class, that modifier stops contributing while it is shocked, unless the modifier is negative.