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Prone (Condition): Difference between revisions
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== Bugs == | == Bugs == | ||
* Creatures knocked {{Cond|Prone}} by {{Cond|Reverberation}} ''do'' skip their next turn unlike other [[Prone#Sources of Prone|Sources of Prone]] | * Creatures knocked {{Cond|Prone}} by {{Cond|Reverberation}} occasionally ''do'' skip their next turn unlike other [[Prone#Sources of Prone|Sources of Prone]]. |
Revision as of 17:16, 29 October 2024
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
Properties
: :Notes
- A creature who is knocked Prone does not skip their next turn, they will simply use their movement to get back up.
- However if a creature gets knocked Prone during their turn, their turn will automatically end and they will not get back up until the start of their next.
- Knocking an enemy Prone and reducing their movement speed below 50% will not automatically skip their next turn. An enemy uses 50% of its available movement to stand up; not 50% of its base movement speed.
- Some creatures are immune to the Prone condition, including those without a physical body (such as Shadows and Wraiths).
- The spell Tasha’s Hideous Laughter causes a target to suffer from Hideous Laughter, which has the effect of Prone, but isn’t technically considered as such.
- Being knocked prone instantly ends Concentration
Sources of Prone
Indefinite duration
The following sources of Prone inflict the condition indefinitely. It can still be removed if the affected creature spends movement speed to get up. However, if the creature is unable to move (for example with , , or ), it will remain prone indefinitely.
Two turn duration
Two turns is the typical duration for a Prone effect. Since the duration of Prone ticks down at the start of the affected creature's turn, a 2 turn duration is effectively 1 round. The exact behaviour is as follows:
- At the start of the affected creature's turn, the remaining duration ticks down to 1 turn.
- If the affected creature can spend movement speed, then it will do so and stand up.
- If it can't, it will remain prone and skip its turn. In this case, at the start of the following turn, the Prone duration will run out and the creature will stand up for free.
The following sources have a duration of 2 turns:
One turn duration
The following sources of Prone only inflict it for 1 turn. Since the duration of Prone ticks down at the start of an affected creature's turn, the condition will end before it has to expend movement speed to get up. As a result, these sources of Prone are significantly less effective than the others.
Bugs
- Creatures knocked by occasionally do skip their next turn unlike other Sources of Prone.