Conditions


Contents

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The following definitions specify what happens to a creature while it is subjected to a condition.

The GM can incorporate these conditions with existing monsters, class features and other effects. Unless otherwise noted in a specific effect’s text, here are the general rules for how to impose and remove the expanded conditions.

Condition Descriptions

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.

Bloodied

This condition is automatically inflicted when a creature is below half its hit point maximum (see Getting Bloodied below). In general, a bloodied creature suffers no additional effects, but the Gm can use this condition as a delivery method for other game effects. For example, the Gm might give a monster a trait that while it is bloodied its attacks do extra damage or when it is first bloodied it can make an additional attack. If a rule refers to half a creatures hit point maximum, use its bloodied value instead.

Burned (a)

If a game effect that calls for a saving throw also deals acid, cold, fire, necrotic, poison, or radiant damage, the Gm can reduce the number of damage dice by two and instead inflict the burned condition on a failed save. Be cautious with this condition! Over application of this condition can seriously affect the expected difficulty of encounters. Likewise, the ability to impose vulnerability to a damage type on an enemy can quickly become the party’s default solution. This condition can be ended by use of the lesser restoration spell, or when the burned creature recovers all its hit points.

Burned (b)

Source Pt-MCCbtS

  • A burned creature is also bloodied.
  • The creature has vulnerability to the type of damage from the effect that first gave it this condition.

Challenged

  • A challenged creature has disadvantage on attack rolls that do not include the challenger as a target, and gains advantage on attack rolls targeting only the challenger.
  • If the challenged creature can’t possibly attack the challenger (for example, if the challenger is hidden), they do not suffer disadvantage when attacking something else.
  • A challenged creature may be imposed with further penalties based on what Guardian sphere talents the challenger possesses.

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.

Confused

  • A confused creature must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
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.

Damaged

Source ELCC

Level Effect
1 The engine gains advantage on ability checks and saving throws.
2 The engine gains blindsight out to 300 ft.
3 The engine gains Epic advantage on attack rolls.
4 When the engine takes damage from a creature within 10 ft. of it, that creature takes 28 (8d6) fire damage as steam erupts from the engine’s body.
5 The engine doubles all damage it deals.
6 The engine can be slain.

Dazed

Source ELCC

A dazed creature has its cognitive and motor functions impaired, suffering the following penalties. A creature immune to the stunned condition is also immune to the dazed condition.

  • The creature’s speed is halved.
  • The creature can take either an action or bonus action on its turn, but not both.
  • The creature cannot take reactions or legendary actions.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Decrepit

Source [ELCR]

When the creature gains the condition, and again every 10 minutes for as long as it has the condition, it must succeed on a DC 10 Constitution saving throw or die of old age. Each time a creature ages 1 year or more by any means, it must repeat this saving throw. When a creature succeeds on this saving throw, the DC of the next Constitution saving throw made against this effect increases by 2. This effect is cumulative until the condition ends.

Despondent

This condition represents a sense of overwhelming hopelessness or depression. A Gm might be inspired to use the despondent condition to mimic the effect the One Ring has on Frodo or the effects of a Dementor attack. Any effect that grants a creature advantage on saving throws against being frightened also grants advantage on saving throws against becoming despondent. Similarly, a creature immune to being charmed is immune to being despondent. Casting greater restoration on an affected creature ends this condition.

Source Pt-MCCbtS

  • A despondent creature can’t have advantage on ability checks to interact socially.
  • The creature does not add its proficiency bonus to its attack rolls or ability checks.

Decaying

Source ELCC

When a living creature finishes a long rest in a necropolis domain, it gains levels of decaying, a condition that causes it to rot away as though it were dead. The decaying condition is measured in six levels. If an already decaying creature suffers another effect that causes decaying, its current level of decaying increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of decaying as well as all lower levels. When an affected creature finishes a long rest outside of the domain, its level of decaying is reduced by one. Other methods of removing decaying are believed to exist, though the existence and nature of such is determined by the GM.

Decaying Table
Level Effect
1 Disadvantage on Charisma ability checks
2 Vision reduced to 60 ft.
3 Deafened
4 Cannot take the Dash or Disengage actions
5 Hit point maximum halved
6 Death

Demoralized

Source Goodhope

The subject of this condition is filled with doubt, hopelessness or sadness.

  • A demoralized creature had disadvantage on Ability Checks and Attack rolls.
  • A demoralized creature cannot benefit from any effect that proves bravery or hope but such effect suppresses the detriment from this condition.

Dominated

Note Sphere effects such as the Mind Control advanced talent or the dominate beast or dominate monster spells can inflict the dominated condition.

  • A dominating source takes total and precise control of the dominated creature.
  • A dominated creature only takes actions that the dominating source choosesand doesn’t do anything that the source doesn’t allow.

Doomed

Source Pt-MCCbtS

  • A doomed creature has disadvantage on death saving throws.
  • When one or more dice are rolled to restore hit points to a doomed creature, instead the creature uses the lowest number possible for each die.

Dulled

Source Pt-MCCbtS

  • A dulled creature has disadvantage on Intelligence, Wisdom and Charisma ability checks.
  • Other creatures have advantage on Intelligence, Wisdom, and Charisma saving throws against the dulled creature’s spells and effects.

Entombed

Source [ELCR]

An entombed creature is encased in some nearly solid substance (like earth or ice etc.), which surrounds the creature with an AC of 15 and 100 hit points. When the creature is no longer encased in ice, the condition ends.

  • The creature’s speed is 0, and it cannot take actions other than attempting to break free. A creature attempting to break free must take an action to attempt a Strength (Athletics) ability check against a DC of 15 or the source’s spell save DC, whichever is higher. On a success, the condition ends.
  • The creature is immune to all damage except psychic damage and any applicaple associated damage types (for example, if entombed in ice, the damage type would be cold).

Euphoric/ia

Source ELCC

  • When a euphoric creature feels pain, it instead feels pleasure.
  • When a euphoric creature attempts an attack roll, saving throw, or ability check, it can add 1d4 to the result of the roll.

Exhausted/ion

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. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Fatigued

Source Pt-MCCbtS

  • A fatigued creature suffers a -2 penalty to attack rolls, ability checks, and saving throws that use the ability corresponding to that creature’s lowest ability score.
  • If an already fatigued creature suffers another effect that causes it be become fatigued, its suffers an additional -2 penalty on attack rolls, ability checks, and saving throws that use its next lowest ability score, and so on, up to six times.

Ending this condition removes all penalties at once.

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.

Frigid

Source Capes & Crooks

  • A frigid creature’s speed is reduced by half, and it can’t benefit from any bonus to speed.
  • A frigid creature that suffers the effects of the frigid condition a second time has their movement reduced to 0 until the end of their next turn.

Frozen

Source Dragonflight

  • A frozen creature is encased in ice, which is an object that surrounds the creature. The ice has an AC of 15 and 100 hit points. When the creature is no longer encased in ice, the condition ends.
  • The creature’s speed is 0, and it cannot take actions other than attempting to break free. A creature attempting to break free from the ice must take an action to attempt a Strength (Athletics) ability check against a DC of 15 or the source’s spell save DC, whichever is higher. On a success, the condition ends.
  • The creature is immune to all damage except cold and psychic damage. On a success, it is no longer restrained and can dig its way out by spending 4 feet of movement for every 1 foot it digs.Kinetic Control

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). 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 forcefully hurled away by a sphere talent or ability.

Guilty

Source [ELCR]

  • A guilty creature is vulnerable to damage dealt by other creatures.
  • A guilty creature cannot willingly move away from the source of its guilt.
  • When a guilty creature is slain, it cannot be restored to life until it atones for its guilt.

Hidden

  • A hidden creature is one that is both unseen and unheard. After you make an attack, you lose the hidden condition regardless if the attack hits or misses. 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.

Incapacitated

Infested

Source Infested: Parasites For Your Game

An infested creature has disadvantage on Constitution saving throws and Wisdom (Perception) checks.

Effects

Beyond adding a layer of revulsion and paranoia, parasites bring a new condition into the game along with them—infested. Unless otherwise stated in a parasite’s description block, any spell or effect that detects disease or poison or ends disease or the poisoned condition will detect parasites or end the infested condition as well.

In addition to the infested condition, most parasites cause unique effects that are detailed in their description block. The Effect section of a parasite’s block describes the duration, damage, and any other ramifications that an infestation from that parasite may cause.

Becoming Infested

Each parasite’s description block indicates how a creature becomes infested with that particular parasite by specifying whether it is external or internal. External parasites are typically contracted by passing through and coming into physical contact with an affected area or object. Internal parasites are generally contracted by a creature introducing the parasite into its system by drinking or eating contaminated materials or receiving an injury from some infested creatures.

Detecting Parasites

Parasites, much like diseases and poisons, cannot be detected by nonmagical means, although a discerning character could make an appropriate skill check (Arcana, Nature, Medicine, or Survival) to realize the symptoms in another creature and tie them to the parasite in question. The DC for such checks should be determined by the GM as is appropriate to the circumstance.

Harvesting

Particularly adventurous characters may attempt to harvest parasites for later use. Should a character detect or discover a source of parasites, via magical or nonmagical means, they can follow the standard rules for harvesting poison to do so.

Should they succeed in their necessary skill checks as determined by the GM, they can harvest one use of the parasite. If they fail, they are infested and subjected to the parasite’s effects as normal.

Treatment

Outside of spells or features that remove the infested condition from a creature, the most common way to remove parasites is through the use of an antiparasitic. Any character who has proficiency with an Herbalism Kit may create a single dose of a basic antiparasitic over the course of two hours if they have the necessary materials available.

It should be noted that anything that ends the infested condition on a creature will also end the effects of the parasite affecting them.

Some parasites are more exotic, virulent, or magical than others, and require one or more special materials in order to make an effective antiparasitic to prevent or treat their infestation. If special materials are necessary, they will be listed in the parasite’s description block.

Intoxicated

Source ELCC

A creature drinking too much in 5th Edition often results in the poisoned condition. While this makes some sense, it also means creatures immune to the poisoned condition cannot get drunk, meaning a huge number of creatures are immune to the effects of alcohol. The people of the Velvet Alleys find this incredibly boring and have developed a special process for brewing that instead imposes a unique condition called intoxicated. Intoxicated is measured in four levels. An effect can give a creature one or more levels of intoxicated, as specified in the effect’s description. Most often the sources of intoxication are alcoholic drinks, which inflict a level of the condition when a creature consuming them fails a Constitution saving throw. The stronger the drink, the higher the save DC is likely to be. If an already intoxicated creature benefits from another effect that causes intoxication, its current level of intoxication increases by the amount specified in the effect’s description.

A creature suffers from the effects of its current level of intoxication as well as all lower levels. For example, a creature benefiting from two levels of intoxication has disadvantage on Dexterity saving throws and ability checks, cannot concentrate on spells or effects, and has disadvantage on Charisma ability checks. When a creature benefits from a long rest, it reduces its intoxicated levels by two, with all intoxicated levels effects ending if a creature’s intoxicated level is reduced below one.

Level Effect
1 (Tipsy) Disadvantage on Dexterity saving throws and ability checks.
2 (Drunk) Cannot concentrate on spells or effects and has disadvantage on Charisma ability checks.
3 (Smashed) Falls prone and cannot stand up from prone. If the creature is immune to the prone condition, its speed is instead halved.
4 (Done) Falls unconscious for 8 hours, during which time it takes a long rest.

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.

Marked

  • The one who initiated the mark has advantage on any opportunity attack made against the marked creature until the end of their next turn. The opportunity attack doesn’t expend the attacker’s reaction, but the one who marked the creature can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. A marked creature may be imposed with further penalties based on what Berserking sphere talents the one who initiated the mark possesses.

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.

Possessed

Creatures like ghosts and intellect devourers can inflict the possessed condition, as well as the Possession advanced talent.

  • A possessed creature is incapacitated (see the condition) and loses control over its body to the possessing creature.

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

Relaxed

Source ELCC

Some beneficial consumables and rejuvenating environments, such as hot springs or good food, can cause a special condition called relaxation. Relaxation is measured in three levels. An effect can give a creature one or more levels of relaxation, as specified in the effect’s description.

Level Effect
1 The creature’s current hit points and hit point maximum are increased by an amount equal to the creature’s Constitution score.
2 The creature gains proficiency in a saving throw of the creature’s choice.
3 The creature’s proficiency bonus increases by 1.

If a creature is already benefiting from a level of relaxation and experiences another effect that causes relaxation, its current level of relaxation increases by the amount specified in the effect’s description.

A creature benefits from the effects of its current level of relaxation as well as all lower levels. For example, a creature benefiting from two levels of relaxation has its hit points and hit point maximum increased by an amount equal to the creature’s Constitution score. Additionally, it gains proficiency in a saving throw of its choice.

An effect that causes exhaustion reduces a creatures levels of relaxation equal to the levels of exhaustion caused, with all relaxation effects ending if a creature’s relaxation level is reduced below one.

Rested

Source Pt-MCCbtS

  • A rested creature has advantage on saving throws versus disease and poison, and on other ability checks and saving throws to recover from injury.
  • The creature gains temporary hit points equal to half its Constitution score, and does not lose these temporary hit points at the end of a long rest.
  • If the creatures no longer has the temporary hit points it gained from being rested, the condition ends.
  • Gaining this condition ends a creature being fatigued, and its levels of exhaustion, if any, are reduced by one.

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.

Scouted

  • A scouted creature reveals its Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities to the one who initiated the scout ability. A scouted creature may be imposed with further penalties based on what (research) talents the Scout sphere user possesses.

Shocked

Source Capes & Crooks

  • A shocked creature can’t take reactions until the end of its next turn.
  • On its turn, it can use either an action or a bonus action, not both.

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.

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.

Wounded

Source Pt-MCCbtS

  • A wounded creature is also bloodied.
  • The creature takes a -5 penalty on Dexterity, Strength and Constitution ability checks and saves.
  • Recovering hit points at the end of a long rest can only restore hit points below the creature’s bloodied value, and it recovers half as many hit dice as it normally would.
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