Difference between revisions of "Sneeze (cantrip)"
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+ | '''Sneeze''' is a cantrip that induces uncontrollable sneezing to grip the recipient, with this lasting one round unless a successful [[Saving Throws|saving throw]] is made. While under its influence, the target cannot take any other actions. | ||
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{{Spelltable | {{Spelltable | ||
| name = Sneeze | | name = Sneeze | ||
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}} | }} | ||
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− | If a | + | In combat, attackers against the recipient gain a +4 bonus to their [[Roll to Hit|attack rolls]] against the sneezing creature. The cantrip has no impact on creatures other than humanoids. |
+ | |||
+ | If a proposed recipient has contracted a cold or sinus infection within the previous 24 hours, the cantrip can act as an effective remedy, clearing nasal passages and aiding the body in expelling the ailment. There is a 50% chance that the bout of sneezing will abruptly terminate a cold. | ||
− | + | A sneezing fit can interject a moment of comic relief in a D&D running, and may suggest some interesting role-playing opportunities. More practically, sneezing makes an good distraction which can be organised in a number of ways, allowing others to take advantage of the moment. A loud sneeze can also be used to alert others nearby, both friend and foe. | |
− | + | Characters who are subject to hay fever or other similar maladies, within 20 ft. of the sneezing, must also make a saving throw at +4 on the die, or else be compelled to sneeze sympathetically, spoiling 2 [[Action Points|action points]] of that individual's normal movement. | |
− | [[Category: Cantrips]][[Category: | + | [[Category: Cantrips]][[Category: Reviewed]] |
Revision as of 20:36, 7 October 2023
Sneeze is a cantrip that induces uncontrollable sneezing to grip the recipient, with this lasting one round unless a successful saving throw is made. While under its influence, the target cannot take any other actions.
Range | 10 ft.; see text |
Duration | 1 round |
Area of Effect | 1 creature |
Casting Time | 2 action points |
Saving Throw | negates |
Level | cantrip |
In combat, attackers against the recipient gain a +4 bonus to their attack rolls against the sneezing creature. The cantrip has no impact on creatures other than humanoids.
If a proposed recipient has contracted a cold or sinus infection within the previous 24 hours, the cantrip can act as an effective remedy, clearing nasal passages and aiding the body in expelling the ailment. There is a 50% chance that the bout of sneezing will abruptly terminate a cold.
A sneezing fit can interject a moment of comic relief in a D&D running, and may suggest some interesting role-playing opportunities. More practically, sneezing makes an good distraction which can be organised in a number of ways, allowing others to take advantage of the moment. A loud sneeze can also be used to alert others nearby, both friend and foe.
Characters who are subject to hay fever or other similar maladies, within 20 ft. of the sneezing, must also make a saving throw at +4 on the die, or else be compelled to sneeze sympathetically, spoiling 2 action points of that individual's normal movement.