Burning
Fire or plasma has set you alight and keeps burning. In a sealed compartment it also consumes the air.
Mechanical Effects
- · At the start of each of your turns you take 1d6 fire damage. If the source was plasma, you take 1d6 plasma damage instead.
- · You have disadvantage on ability checks that require a steady hand and on Constitution saving throws made to maintain concentration on a spell.
- · If you are in a sealed compartment or a vacuum suit, you also become Decompressed at the start of your third turn of Burning, as the seal fails or the air is consumed.
Triggers
Incendiary ammunition, spells that say so such as Burning Hands, a critical hit with a plasma weapon, a ruptured fuel line, and reentry without shielding.
Removal
Use an action to drop Prone and smother the flames, submerge yourself in water, or take cold damage from any source. A fire-suppression system ends Burning without an action.