Conditions

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, except in the cases of exhaustion or intoxication.

The following definitions specify what happens to a creature while it is subjected to a condition.

## Common Conditions

### Blinded

* A blinded creature can't see and automatically fails any ability check that requires sight.
* Attack rolls made against a blinded creature has advantage.
* A blinded creature suffers disadvantage on its attack rolls.

### 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 socially interact with the charmed creature.

### Deafened

* A deafened creature can't here and automatically fails any ability check that requires hearing.
* If the deafened creature has a special sense (blindsight, for example) that relies on being able to hear, the creature loses that special sense while it is deafened.

### Frightened

* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within its line of sight.
* The frightened creature cannot willingly move closer towards the source of its fear.

### Grappled

* A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
* This condition ends if the grappler is incapacitated (see the condition below).
* This 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 pushed away by spells such as *Gust of Wind* or *Thunderwave*.

### Incapacitated

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

### Invisible

* An invisible creature is impossible to see without the aid of magic or a special sense (e.g. blindsight, tremorsense, etc.). For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes, any tracks it leaves, or any odor that it emits.
* Attack rolls made against an invisible creature have disadvantage.
* Attack rolls made by the invisible creature has advantage.

### Paralyzed

* A paralyzed creature is incapacitated (see the condition above) and can't move or speak.
* A paralyzed creature automatically fails Strength and Dexterity saving throws.
* Attack rolls made against a paralyzed creature has advantage.
* Any attack that hits the paralyzed creature is counted as an unnatural critical hit if the attacker is within 5 feet of the paralyzed creature.

### Petrified

* A petrified creature is transformed, along with any nonmagical objects 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 petrified creature is incapacitated (see the condition above), can't move or speak, and is unaware of its surroundings.
* Attack rolls made against a petrified creature has advantage.
* A petrified creature automatically fails Strength and Dexterity saving throws.
* A petrified creature has resistance to all damage types.
* A petrified creature is immune to poison and disease, although a poison or disease already in its system is temporarily 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 ending the condition.
* A prone creature has disadvantage on attack rolls.
* Attack rolls made against a prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll suffers disadvantage.

### Restrained

* A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
* A restrained creature has disadvantage on Dexterity saving throws.
* Attack rolls made against a restrained creature has advantage.
* Attack rolls made by the restrained creature has disadvantage.

### Stunned

* A stunned creature is incapacitated (see the condition above), can't move, and can speak only falteringly (i.e. cannot cast spells that require verbal components, but can communicate simple ideas).
* The stunned creature automatically fails Strength and Dexterity saving throws.
* Attack rolls made against a stunned creature has advantage.

### Unconscious

* An unconscious creature is incapacitated (see the condition above), can't move or speak, and is unaware of its surroundings.
* The unconscious creature drops whatever it is holding and falls prone.
* The unconscious creature automatically fails Strength and Dexterity saving throws.
* Attack rolls made against an unconscious creature has advantage.
* Any attack that hits an unconscious creature is counted as an unnatural critical hit if the attacker is within 5 feet of the unconscious creature.

## Uncommon Conditions

### Exhaustion

Some special abilities and/or environmental hazards, such as starvation and the long-term effects of extremely heat or cold, can lead to the special exhaustion condition. 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
 2
 3
 4
 5
 6

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 effects of its current level of exhaustion as well as all lower levels. For example, a creature suffering 4 levels of exhaustion has its hit points maximum and speed halved and has disadvantage on all attacks, ability checks, and saving throws.

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 typically reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

### Intoxication

While according to the rules set forth by the 5th-edition Player's Handbook classifies intoxication, or drunkenness, as being poisoned (see the condition above), games set in the Extended Realms setting follows a different set of rules that differentiates these two conditions for a more immersive role-playing experience. Intoxication is measured in six levels. Whenever a creature consumes half a gallon of liquor in 10 minutes or less, it must make a Constitution saving throw, the DC of which is determined by the type of liquor consumed:

* Ale, beer, and other weak alcohol - DC 10
* Mead, wine, and other medium strength alcohol - DC 14
* Gin, whiskey, and other hard liquor - DC 17
* Magically brewed or distilled liquor such as Dragon's Tongue or Soma - DC 20+

A creature that succeeds on the saving throw suffers no ill effect, while one that fails the save has their intoxication level increased by 1.

Intoxication Effects
 2
 3
 4
 5
 6

A creature suffers the effects of its current level of intoxication as well as all lower levels. For example, a creature suffering 4 levels of intoxication will automatically fail on all Wisdom saving throws while suffering disadvantage on all other saving throws, and suffer disadvantage on Intelligence, Wisdom, and Charisma-based ability checks.

Effects that removes poison also removes intoxication levels, though such effects can only remove one intoxication level at a time. A creature is no longer intoxicated if its intoxication level is reduced below 1.

Finishing a short rest reduces a creature's intoxication level by 1, while finishing a long rest reduces their intoxication level to 0. However, if a creature was suffering from 3 or more levels of intoxication prior to taking a long rest, it must succeed on a Constitution save with a DC equaling the DC of the strongest liquor it consumed prior to finishing said long rest; the save is made with disadvantage if the creature had reached intoxication level 6. On a failed save, the creature becomes poisoned for 1d4+1 hours after finishing its long rest as it suffers from hangover.