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.
| Field | What it does | Options | Default |
|---|---|---|---|
| Condition | The 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, wounded | None |
| Trigger | When this condition is applied: on hit/crit, on save fail, on turn start, etc. | onHit, onCrit, onMiss, onTurnStart, onTurnEnd, onKill, onWound, onSaveFail, onRest, onInitiative | onCrit |
| duration → rounds | Number | Number | None |
| duration → turns | Number | Number | None |
| duration → seconds | Number | Number | None |
Example: Skullringer Maul. A heavy maul that dazes whoever it critically hits.
- Label →
Skullringer: daze on crit - Condition →
dazed - Trigger →
onCrit - duration → rounds →
1
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.
| Field | What it does | Options | Default |
|---|---|---|---|
| Flag key | Identifier for this mark list. Attacks against a marked target expose the predicate tag target:<key> (e.g. "quarry" gives target:quarry). | Text | quarry |
| Status condition | Optional 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, Wounded | None |
| Max targets | How many creatures can be marked at once. Marking beyond this evicts the oldest. 0 means unlimited. | Number | 1 |
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.
| Field | What it does | Options | Default |
|---|---|---|---|
| Toggle identifier | Identifier (or rule id) of the toggleEffect rule to modify. Matches the target rule's identifier field, falling back to its id. | Text | None |
| Suppress turn-off on | Turn-off events the target toggle should ignore. The toggle no longer ends automatically when these events fire. | List | None |
| Turn on automatically on | Events on which the target toggle switches on automatically. This rule's condition gates the turn-on, so add one to restrict when it applies. | List | None |
Example: Enduring Rage. A feature that makes an earlier toggle switch itself on under a condition.
- Label →
Enduring Rage - Toggle identifier →
rage - Turn on automatically on →
onTurnStart - 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:
onTurnStartat the start of the character's turn.onActorDyingwhen they drop to 0 HP with wounds to spare.onCritReceivedwhen 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.
| Field | What it does | Options | Default |
|---|---|---|---|
| Tags | Domain tags added while the toggle is active. Sibling rules with matching predicates fire while these tags are present. | List | None |
| Turn off on | Events that automatically toggle the effect off. | List | None |
| End confirm prompt | When 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. | Text | None |
| Clear pools on end | Pool 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'. | List | None |
| End after inactive rounds | Rounds 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. | Number | None |