Conditions

### ***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.The creature cannot take any action that targets a position or unit further than 10ft away.

### ***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.

### ***Radiation Poisoning***

Lowers your maximum health points by the amount specified by the instance.

### ***EMP***

Mechanical creatures with the EMP tag are incapacitated. All equipment that uses batteries or is marked as electronic is no longer usable and the creature may not use the ‘Take Cover!’ reaction.

### ***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 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.

### ***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. The creature can use 3AP in order to try and snap out of this frightened condition, allowing it to reroll a saving throw.

### ***Hacked***

This creature or object can be traced by a hacker. This can be removed by successfully making an Electronics (Intelligence) skill check to the Hack DC of the Hacker.

### ***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 non magical 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. 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.

### ***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.

### ***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.

### ***Sadness***

The creature is overwhelmed by sadness.  They make any charisma, wisdom and intelligence skill checks with disadvantage.

### ***Enraged***

The creature is overwhelmed by rage.  They must attempt to attack a creature using a weapon of their choice each turn until this effect ends. While active, they gain resistance to all damage, except psychic, until the end of the rage. This emotion lasts as long as the target hits at least 1 weapon attack on its turn.

### ***Dedication***

The creature is overwhelmed by dedication.  They gain advantage on all skill checks while affected with this emotion.

### Disarmed

A disarmed creature drops its current items it is holding and is no longer able to pick them up again until this condition is removed.

### ***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.

**Exhaustion Effects:**

> Level Effect
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> 1 -1 on ability checks per
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> exhaustion level
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> 2 Speed halved
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> 3 Disadvantage on Attack rolls and Saving Throws
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> 4 Hit point maximum halved
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> 5 Speed reduced to 0
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> 6 Death
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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.

### ***Insanity***

Some special abilities and traumatic experiences can cause heroes to lose their sanity.

Insanity is measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

> Insanity Effects:
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> Level Effect
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> 1 -1 on ability checks per stack of insanity
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> 2 You gain a temporary insanity.
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> 3 You may not use any proficiency or expertise bonuses.
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> 4 Your temporary insanity is now permanent and remains even if you lose all your stacks of insanity.
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> 5 In your madness, you instantly down yourself and you start making death saves.
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> 6 retirement of character, you cannot play them anymore. Their insanity cannot be removed by any means.
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