Conditions

Blinded

  • A blinded creature can’t see and automatically fails any ability checks 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 attacks and ability checks against the charmed creature.
  • If the charmed creature is attacked or targeted with harmful abilities or magical effects by their charmer the charm effect ends.

Confused

  • A confused character cannot take Reactions.
  • At the beginning of their turn must roll on the confusion table, and suffer the results until the beginning of their next turn. While a character is confused they are incapable of coherent speech, and may not activate verbal commands or components.
d% Effect
1-25 Feral
26-50 Incapacitated
51-75 Dazzled
76-100 Empowered

Dazzled

  • A dazzled creature treats all movement as if it were through difficult in terrain.
  • A dazzled creature has disadvantage on all attacks.

Deafened

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

Doubt

  • A doubting creature has disadvantage on ability checks.

Empowered

  • An empowered creature gains a +2 pace bonus to any move speeds it has.
  • An empowered creature has advantage on attack rolls against any targets within a Warded (15 feet) range.

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. If an already exhausted creature suffers another effect that causes exhaustion, its current level o f 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.
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.

Exhaustion 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

Feral

  • A feral creature can’t concentrate.
  • A feral creature will attack the nearest target to the best of their ability.
  • If a feral creature cannot attack a nearby creature, they use their action rushing to the nearest creature they can perceive.
  • If a feral creature cannot perceive any creatures, they run in a random direction1.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and the source of its fear has advantage on attack rolls against the creature.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • Attack rolls against the creature have advantage, and the creature’s attack rolls that do not target the grappler have disadvantage.
  • A grappled creature has disadvantage on any attacks that do not target their grappler.
  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • A grappled creature may use their action to make an opposed Strength check with their grappler, if they are successful, they may move at half their speed, dragging their grappler with them.
  • 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 and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack from a Warded (15 feet) range that hits the creature is a critical hit.

Petrified

  • A petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight in creases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, 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.
  • The creature has disadvantage on attack rolls.
  • Any attack from a Warded (15 feet) range of the creature has advantage, otherwise the attack has disadvantage.

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.

Shaken

  • A shaken creature suffers -1d4 on ability checks and attack rolls while the source of its fear is within line of sight.
  • A shaken creature suffers disadvantage on saves against Fear from the source of its fear is within line of sight.

Squeezing

  • A character is squeezing when they occupy a space too small for optimal combat, such as hugging close to a wall, or a narrow tunnel
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Stunned

  • A stunned creature is incapacitated, 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 , 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 from a Warded (15 feet) range that hits the creature is a critical hit.

Pinned

  • A pinned creature is grappled and incapacitated.
  • A creature grappling a pinned creature may make Choke2 or Throw3 attacks actions against the pinned creature.

1 Roll 1d8, beginning with the 1 as the northern square work clockwise around the character.

2 Choke Attack
A creature grappling a pinned creature may make a Choke attack against the grappled creature dealing damage and possibly knocking the creature out. The grappling creature deals damage from an unarmed attack without need of an attack roll. The pinned creature then must make a Constitution Saving Throw (DC equal to 8 + Grappler’s Str + Grappler’s Prof) or be rendered unconscious.

3 Throw Attack
A creature grappling a pinned creature may make a Throw attack against the grappled creature, breaking the grapple and tossing the target away. The grappling creature deals damage from an unarmed attack without need of an attack roll, and makes a Strength check. The grappled target is thrown a pace for every 5 points the Strength Check results in (e.g a Strength check of 15 results in 3 paces), the target is prone when it lands.
(If a character throws an enemy vertically, they make their Strength check with Disadvantage).
(Any creatures standing in the space where the thrown target lands must make a Dexterity Saving Throw, [DC equal to 8 + Grappler’s Str + Grappler’s Prof] or suffer unarmed strike from the thrower).

Conditions

The Seas Incarnadine Vivika