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Conditions in the
game
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Condition
name
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Effect
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Blinded
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•
A blinded creature can't see and
automatically fails any ability check that requires sight.
•
A blinded creature treats all other
creatures as having the invisible condition.
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Burning
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•
A
burning creature takes 1d6 points of fire damage at the end of their turns.
•
A
burning creature can use an action to make a DC 10 Dexterity saving throw
to end the condition. On a successful save, the condition is removed. If
the condition is created by a spell or an effect with a specified DC (such
as a spell save DC), the saving throw DC to remove the condition is equal
to that DC instead.
•
Adjacent
creatures can use a reaction to give a burning creature advantage on the
saving throw to end the condition and if some other effect douses the
flames (such as the target being submerged in water), the condition is
automatically removed.
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Charmed
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•
A
charmed creature can't attack the charmer or target the charmer with
harmful abilities or magical effects.
•
The
charmer has advantage on any ability check to interact socially with the
charmed creature.
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Confused
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A confused
creature acts irrationally. A confused creature must roll a d10 at the
start of each of its turns to determine its behaviour for that
turn:
•
1:
The creature uses all its movement to move in a random
direction. To determine the direction, roll a d8 and assign a direction to
each die face. The creature doesn't take an action this turn.
•
2-6:
The creature doesn't move or take actions this turn.
•
7-8:
The creature uses its action to make a melee attack against a
randomly determined creature within its reach. If there is no creature
within its reach, the creature does nothing this turn.
•
9-10:
The creature can act and move normally.
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Dazed
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A dazed creature is unable to think
clearly:
•
A
dazed creature cannot concentrate on spells.
•
A
dazed creature has disadvantage on ability checks and saving throws using
Intelligence, Wisdom, and Charisma.
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Deafened
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•
A
deafened creature can't hear and automatically fails any ability check that
requires hearing and treats all other creatures as if they had the unheard
condition.
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Diseased
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•
A
diseased creature cannot regain hit points or reduce exhaustion
levels until the condition is removed.
•
Unless
the condition has a defined duration, a diseased creature can make a
Constitution saving throw (DC 15) to remove the condition when it finishes
a long rest.
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Exhaustion
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•
Exhaustion
is a cumulative condition, meaning a creature can acquire the condition
multiple times building up levels of exhaustion. A creature that reaches 6
levels of exhaustion, dies.
•
A
creature suffers a -1 penalty to its spell and ability saving throw DCs for
each level of exhaustion.
•
A
creature suffers a -2 penalty to all ability checks, attack rolls, and
saving throws for each level of exhaustion.
•
A
creature suffers a -5 penalty to its speed for each level of exhaustion.
•
Finishing
a long rest reduces a creatures exhaustion levels
by 1.
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Fatigued
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A fatigued creature struggles to keep
the pace:
•
A
fatigued creature’s speed is halved.
•
A
fatigued creature only gets an action or a bonus action (not both).
Regardless of the creature's abilities or magic items, it can't make more
than one melee or ranged attack during its turn.
•
If a
fatigued creature attempts to cast a spell with a casting time of
1 action, roll a d20. On an 11 or higher, the spell doesn't take effect
until the creature's next turn, and the creature must use its action on
that turn to complete the spell. If it can't, the spell is wasted.
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Frightened
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•
A
frightened creature has disadvantage on ability checks and attack rolls
while the source of its fear is within line of sight.
•
A
frightened creature can't willingly move closer to the source of its fear.
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Grappled
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•
A
grappled creature's speed becomes 0, and it can't benefit from any bonus to
its speed.
•
The
condition ends if the grappler is incapacitated (see the
condition).
•
If an
effect would move the grappled creature out of reach of the grappler or
grappling effect (such as when a creature is hurled away by the thunderwave spell), the creature that
attempts to move the grappled creature makes an attack roll using the
ability score associated with effect that is trying to move the creature
(e.g. the creature’s spellcasting ability modifier if the moving effect is
a spell, or Strength if the moving effect is was from a melee attack using
Strength) against a the DC of the grappling effect or a opposing DC.
•
A
grappled creature can make a Strength or Dexterity saving throw (its
choice) against the grappling effect’s DC or grappling creature’s opposed DC to end the grappled
condition.
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Hidden
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•
A
hidden creature has masked its presence from other creatures (e.g. by
taking the hide action). Other creatures do not know where a hidden
creature is, though they may be aware where they last saw the hidden
creature. For all purposes, the hidden creature is unseen and unheard.
•
A
hidden creature automatically loses the hidden condition if it attempts to
make an attack on the same turn it has taken the hide action.
•
A
hidden creature's attack rolls have advantage, though making an attack
immediately ends this condition.
•
A
hidden creature does not gain any benefit from the hidden condition if it
is not behind at least three-quarters cover or heavily obscured. Note that
this allows a hidden creature to be benefit from being hidden from some
creature (e.g. if there is total cover between them) and not gaining the
benefits from the condition against other creatures (those who can see the
creature clearly and therefore knows the hidden creature’s location). A
hidden creature also loses the hidden condition if it loses the unheard
condition.
•
To
remain hidden, a creature can only move up to half their speed on their
turns.
•
Other
creatures can search their surroundings to try and find a hidden creature.
As a bonus action, a creature can roll Wisdom (perception) against 10 + the
hidden creature’s stealth bonus. On a success, the creature is aware of the
hidden creature’s location, and the hidden creature does not gain the
benefit of the hidden condition against that creature.
•
A
creature that knows the location of a hidden creature can give all other
creatures a + 10 bonus to their Wisdom (perception) check to locate the
hidden creature before the end of the hidden creature’s next turn.
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Incapacitated
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•
An
incapacitated creature can't take actions, bonus actions, or reactions.
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Invisible
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•
An
invisible creature is unseen and is impossible to see without the
aid of magic or a special sense.
•
The
invisible creature's location can be detected by any noise it makes or any
tracks it leaves. Though, for the purpose of hiding, the creature is
heavily obscured.
•
If a
creature cannot see the invisible creature, its attack rolls against the
invisible creature have disadvantage, and the invisible creature's attack
rolls have advantage against it.
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Paralyzed
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•
A
paralyzed creature is incapacitated (see the condition)
and can't move or speak.
•
The
creature automatically fails Strength and Dexterity saving throws. Attack
rolls against the creature have advantage.
•
The
first attack on a turn that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
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Petrified
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•
A
petrified creature is transformed, along with any nonmagical object it is
wearing or carrying, into a solid inanimate substance (usually stone). The
creature ceases aging, and its weight increases by a factor of ten (making
it count as two sizes larger for attacks and abilities that move creatures
against their will).
•
The
creature is incapacitated (see the condition), can't move
or speak, and is unaware of its surroundings.
•
Attack
rolls against the creature have advantage.
•
The
creature automatically fails Strength and Dexterity saving throws.
•
The
creature has resistance to all damage.
•
The
creature is immune to poison damage as well as the poisoned and diseased
condition, although any ongoing such effects are only suspended, not
neutralized.
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Poisoned
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•
A
poisoned creature has disadvantage on attack rolls and ability checks.
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Prone
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•
A
prone creature's only movement option is to crawl, unless it stands up. A
creature’s speed is 5 feet while prone.
•
A
prone creature can stand up and thereby end the condition. If the prone
creature’s speed is 0, it cannot stand up. When a prone creature stands up,
its speed is halved for the rest of the turn.
•
A
prone creature has disadvantage on attack rolls unless the attack is made
with a trigger weapon.
•
Attack
rolls against a prone creature have advantage if the attacker is within 5
feet of the creature. Otherwise, the attack roll has disadvantage.
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Restrained
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•
Attack
rolls against the creature have advantage, and the creature's attack rolls
have disadvantage.
•
The
creature has disadvantage on Dexterity saving throws.
•
The
creature cannot cast spells that require somatic components.
•
A
restrained creature can use an action to make a Strength or Dexterity
saving throw to break free, ending the restrained condition (see contests in combat).
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Stunned
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•
A
stunned creature is incapacitated (see the condition), can't
move, and can speak only falteringly.
•
The
creature automatically fails Strength and Dexterity saving throws.
•
Attack
rolls against the creature have advantage.
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Surprised
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•
A
surprised creature has disadvantage on initiative.
•
A
surprised creature cannot take reactions.
•
The
surprised condition ends at the beginning of a surprised creature’s first
turn in combat.
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Unconscious
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•
An
unconscious creature is incapacitated, can't move or speak, and is
unaware of its surroundings, and is blinded.
•
The
creature drops whatever it is holding and falls prone.
•
The
creature automatically fails Strength and Dexterity saving throws.
•
Attack
rolls against the creature have advantage.
•
The
first attack on a turn that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
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Unseen
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•
Other
creatures cannot see an unseen creature and is unaware of creature’s
precise location based on sight.
•
A
creature with the unseen condition is out of sight and cannot be directly
targeted by attacks, spells, or abilities that require the target to be seen.
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Unheard
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•
Other
creatures cannot hear an unheard creature and is unaware of creature’s
precise location based on sound.
•
Making
any sounds or casting a spell with verbal components automatically ends the
unheard condition.
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Weakened
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•
A
weakened creature deals only half damage with attacks.
•
Other
creatures have advantage on saving throws against the weakened creature’s
abilities and spells.
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