Conditions

Abilities, spells and effects may apply conditions to creatures in the game. This reference document contains all the effects in the game. Some are similar to the DnD 5e conditions, and some are slightly changed.

Blinded

  • 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.

 

Burning

  • 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.

 

Charmed

  • 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.

 

Confused

A Confused creature acts irrationally. A Confused creature must roll a d10 at the start of each of its turns to determine its behavior 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.

 

Dazed

  • A dazed creature acts slower than others. On its turns, a dazed creature’s speed is halved and it only gets an action or a bonus action (not both).

  • A dazed creature cannot take reactions.

 

Deafened

  • 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.

 

Diseased

  • 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.

Exhaustion

  • 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.

Fatigued

  • A fatigued creature is unable to react fast. 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.

 

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

  • The creature can't willingly move closer to the source of its fear.

 

Grappled

  • 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.

 

Hidden

  • 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'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).

  • 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 use a reaction to 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.

Incapacitated

  • An incapacitated creature can't take actions, bonus actions, or reactions.

 

Invisible

  • 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.

Paralyzed

  • 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.

  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.

  • 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 the effect is only suspended, not neutralized.

 

Poisoned

•      A poisoned creature has disadvantage on attack rolls and ability checks.

 

Prone

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.

  • The creature has disadvantage on attack rolls unless the attack is made with a trigger weapon.

  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

 

Restrained

  • 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)

Stunned

  • 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.

 

Surprised

  • 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.

Unconscious

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.

  • The creature drops whatever it's holding and falls prone.

  • The creature automatically fails Strength and Dexterity saving throws.

  • Attack rolls against the creature have advantage.

  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

unseen

  • Other creatures cannot see the creature and is unaware of creature’s precise location based on sight.

  • A creature with the unseen condition is hidden from view and cannot be directly targeted by attacks, spells or abilities that require the target to be seen.

unheard

  • Other creatures cannot hear the creature and is unaware of creature’s precise location based on sound.

Weakened

  • A weakened creature deals only half damage with attacks.

  • Other creatures have advantage on saving throws against the weakened creature’s abilities and spells.