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Rules Reference: Triggers

Trigger rules react to things happening in play. Use them for effects like "on a critical hit, the target starts burning".

Shared fields

Every rule also has a Label, Identifier, Condition, Priority, a Disabled toggle, and a Suppress activation card setting. Those are explained once in Rules Builder Basics.

Apply Condition

Apply a status condition to a target (or self) when a trigger fires: on a hit, crit, miss, save fail, turn start, etc.

FieldWhat it doesOptionsDefault
ConditionThe condition to apply.blinded, bloodied, charged, charmed, concentration, confused, dazed, dead, despair, distracted, dying, frightened, grappled, hampered, incapacitated, invisible, lastStand, marked, paralyzed, petrified, poisoned, prone, restrained, riding, silenced, slowed, stunned, smoldering, taunted, unconscious, woundedNone
TriggerWhen this condition is applied: on hit/crit, on save fail, on turn start, etc.onHit, onCrit, onMiss, onTurnStart, onTurnEnd, onKill, onWound, onSaveFail, onRest, onInitiativeonCrit
duration → roundsNumberNumberNone
duration → turnsNumberNumberNone
duration → secondsNumberNumberNone

Example: Skullringer Maul. A heavy maul that dazes whoever it critically hits.

  • LabelSkullringer: daze on crit
  • Conditiondazed
  • TriggeronCrit
  • duration → rounds1

The condition lands on the attack's target when the crit is confirmed. Self-directed triggers like onTurnStart or onRest apply the condition to the character carrying the item instead.

Mark Target

On activation, mark the targeted creature(s) as a tracked mark on this actor (e.g. a Hunter's quarry). Stored relationally so the matching target:<key> predicate resolves only for this actor, with an optional visible status condition on each target. Marking beyond capacity evicts the oldest; there is no time-based expiry.

FieldWhat it doesOptionsDefault
Flag keyIdentifier for this mark list. Attacks against a marked target expose the predicate tag target:<key> (e.g. "quarry" gives target:quarry).Textquarry
Status conditionOptional condition applied to each marked target as a visible marker. Leave blank for an invisible mark.Blinded, Bloodied, Charged, Charmed, Concentration, Confused, Dazed, Dead, Despair, Distracted, Dying, Frightened, Grappled, Hampered, Incapacitated, Invisible, Last Stand, Marked, Paralyzed, Petrified, Poisoned, Prone, Restrained, Riding, Silenced, Slowed, Stunned, Smoldering, Taunted, Unconscious, WoundedNone
Max targetsHow many creatures can be marked at once. Marking beyond this evicts the oldest. 0 means unlimited.Number1

Modify Toggle

Modify the behavior of a toggleEffect rule (by identifier), such as suppressing specific automatic turn-off triggers. Typically attached to a level-up feature that upgrades an earlier feature's toggle.

FieldWhat it doesOptionsDefault
Toggle identifierIdentifier (or rule id) of the toggleEffect rule to modify. Matches the target rule's identifier field, falling back to its id.TextNone
Suppress turn-off onTurn-off events the target toggle should ignore. The toggle no longer ends automatically when these events fire.ListNone
Turn on automatically onEvents on which the target toggle switches on automatically. This rule's condition gates the turn-on, so add one to restrict when it applies.ListNone

Example: Enduring Rage. A feature that makes an earlier toggle switch itself on under a condition.

  • LabelEnduring Rage
  • Toggle identifierrage
  • Turn on automatically ononTurnStart
  • Predicate{ "self": "dying" }

Modify Toggle changes how a Toggle Effect rule behaves, matched by that rule's identifier (or its id when it has no identifier). The toggle stays where it was defined; this rule lets a later feature bend its lifecycle.

Suppress turn-off on removes events from the toggle's automatic end list. A capstone that reads "your Rage no longer ends when you drop to 0 HP" is a single entry of onActorDying here.

Turn on automatically on does the reverse, switching the toggle on when one of these fires:

  • onTurnStart at the start of the character's turn.
  • onActorDying when they drop to 0 HP with wounds to spare.
  • onCritReceived when damage from a critical hit is applied to them.

The rule's own Predicate gates the turn-on, which is what makes conditional wording work: with { "self": "dying" } the toggle only switches itself on while the character is Dying, and does nothing on ordinary turns. A chat message announces it so the table can see it happened.

Automatic turn-on restores the toggle's state only. It does not run the owning item's activation effects, so a feature whose activation also rolls dice into a pool still needs the player to click it for that part. Say so in the feature's description to avoid surprise.

Toggle Effect

Player-controlled on/off switch backed by an ActiveEffect that pushes domain tags while active. Sibling rules predicate on those tags to deliver the actual bonuses.

FieldWhat it doesOptionsDefault
TagsDomain tags added while the toggle is active. Sibling rules with matching predicates fire while these tags are present.ListNone
Turn off onEvents that automatically toggle the effect off.ListNone
End confirm promptWhen set, the explicit on/off switch shows a confirm dialog before turning the effect off. Accepts plain text or a localization key as the dialog body. Leave empty to disable the prompt.TextNone
Clear pools on endPool identifiers to empty when the toggle ends, either via a turnOff trigger or the player switching it off. Use for rules like 'resources are lost when the effect ends'.ListNone
End after inactive roundsRounds of combat inactivity after which the toggle ends at the actor's turn end. Activity means re-activating this item or activating any item with a damage effect (an attack). Leave blank to disable.NumberNone

Released under the MIT License.