Conditions
Here are the status conditions a creature can have.
Adventurer's Fatigue (optional)
Throughout the course of your adventures, it is quite normal to become burnt out and tired. A long dungeon delve may be fun, but also tiresome to go at it day after day. Adventurer’s Fatigue simulates the problems with constant adventuring and encourages players to take in-game breaks.
Tier 1 (10-19)
Adventurer’s Fatigue I inflicts a status where all hit dice recovered are halved.
Tier 2 (20-39)
Adventurer’s Fatigue II grants a level of exhaustion and sets your minimum level of exhaustion to 1.
Tier 3 (40-59)
Adventurer’s Fatigue III grants a level of exhaustion and sets your minimum level of exhaustion to 2. Additionally, you cannot receive any benefits from a short rest and can only use hit dice on a long rest.
Tier 4(60-79)
Adventurer’s Fatigue IV grants a level of exhaustion and sets your minimum level of exhaustion to 3. You no longer regain hit dice and only regain half your resources on a long rest
Tier 5(80+)
Adventurer’s Fatigue V grants a level of exhaustion and sets your minimum level of exhaustion to 4 and you roll a d10 instead of a d20 for ability checks, attack rolls, and saving throws. (no critical hits)
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
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 creature.
Deafened
A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Distracted
A distracted creature has disadvantage on initiative.
A distracted creature is considered surprised when combat begins.
A distracted creature has disadvantage on Perception checks.
Exhaustion
Some Special Abilities and Environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level | Effect |
---|---|
1 | Disadvantage on Ability Checks |
2 | Speed Halved |
3 | Disadvantage on Attack Rolls and Saving Throws |
4 | Hit point maximum halved |
5 | Speed Reduced to 0 |
6 | Death |
If an already exhausted creature suffers another Effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the Effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.
An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced below 1.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
Fatally Wounded
A creature which is fatally wounded cannot be brought to consciousness by the Help action. In order to regain consciousness, the creature must receive at an amount of healing equal to the carry over damage in magical healing. When they regain consciousness, they only regain 1 hp, no matter hp they receive.
Additionally, a fatally wounded creature rolls death saving throws at disadvantage.
Flanked
A creature is flanked if they are surrounded by two or more creatures of the same size or larger on opposite sides.
A flanked creature has a -2 to their AC
Flat-Footed
A creature which is flat-footed has a -2 to their AC. While flat-footed, a creature can use half their movement to remove the condition.
Whenever a creature is forced to move, such as a shove, the creature become flat-footed
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 is restrained.
The condition ends if the Grappler is incapacitated
The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell
Incapacitated
An incapacitated creature can’t take Actions or Reactions.
Invisible
An invisible creature is impossible to see without the aid of magic or a Special sense. For the Purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
Attack Rolls against the creature have disadvantage, and the creature’s Attack Rolls have advantage.
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 and disease, although a poison or disease already in its system is 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 and gains the off-balance condition.
The creature has disadvantage on Attack Rolls.
An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. However, if the creature has more elevation than distance, it has advantage on the attack roll instead. For instance, if the creature is 10 feet above the prone creature and only 5 feet away horizontally, the attack has advantage.
Restrained
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
The creature has disadvantage on Dexterity Saving Throws.
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.
Threatened
A creature becomes threatened when there is an enemy who is within their melee range of the creature. If the creature is not affected by a negative status effect nor threatening another creature, that enemy is threatening the creature from 5 further feet away
A threatened creature has disadvantage on ranged attack rolls.
Unconscious
An unconscious creature is incapacitated (see the condition), 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.