Showing0entries
Sorted A-Z
Rules

Condition — Doomed

Doomed (value): reduces max Dying value (die at 4 - Doomed value). Combines lethally with Wounded. Removed by full rest (-1) or Restoration. Max value 3.

Death's grip tightens. Doomed reduces the maximum Dying value you can reach before death.

Mechanical Effects:

  • Your maximum Dying value is reduced by your Doomed value
  • Normally you die at Dying 4. Doomed 1 means you die at Dying 3. Doomed 2 = die at Dying 2. Doomed 3 = die at Dying 1 (next time you go to 0 HP, you die immediately).
  • Doomed does NOT directly harm you — it makes being knocked unconscious more lethal

How Applied:

  • Some particularly deadly effects (powerful undead, death magic)
  • The doom spell and similar necromantic effects
  • Critical failures on certain saves against death effects
  • Some hazards and curses

How Removed:

  • Full night's rest reduces Doomed by 1
  • Restoration spell can remove Doomed
  • Some specific healing magic
  • Doomed does NOT decrease automatically during combat — only through rest or magic

Stacking:

  • Doomed has a value and multiple sources can increase it
  • Maximum Doomed is 3 (at Doomed 3, you die at Dying 1)
  • If your current Dying value meets or exceeds your reduced maximum, you die immediately

Interaction with Wounded: Doomed and Wounded compound lethality. Wounded adds to your Dying value when you fall to 0 HP. Doomed reduces the maximum. A character with Doomed 1 and Wounded 2 who drops to 0 HP gains Dying 3 (1 base + 2 Wounded) and dies immediately (max is 3 from Doomed 1).

Tactical Impact: Doomed is one of the scariest conditions because it turns normally survivable situations into instant death. A Doomed 2 character can only be knocked out once before dying.