Conditions

## Blinded

* A blinded creature can't see, and automatically fails all ability checks that require sight.
* Attack rolls made against a blinded creature have advantage, while the creature's own attack rolls have disadvantage.

## Charmed

* A charmed creature cannot attack their charmer or target them with harmful abilities or spells.
* The charmer has advantage on ability checks made to encourage them.

## Dazed

* A dazed creature can move or take one action on its turn, not both, and can't take reactions.

## Deafened

* A deafened creature cannot hear, and automatically fails all ability checks that require hearing.
* Any outside ability or effect that requires the target to be able to hear automatically fails on a deafened target.
* Ability checks made to hide from or sneak around a deafened creature have advantage.

## Dying

* A dying creature is at 0 hit points. At the start of each of the creature's turns while dying, they must make a death saving throw to determine whether they cling to life or slip into death. Death saving throws are not tied to any ability score; they are in the fickle hands of fate now.
* Roll a d20, then apply any bonus or penalty they receive to saving throws, outside of their ability modifiers. If the total is 10 or higher, they succeed.
* If the creature succeeds three times, they lose the dying condition and regain 1 hit point. If the creature fails three times, they lose the dying condition and are dead. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind.
* Critically succeeding on a death saving throw counts as two successes, while critically failing a death saving throw counts as two failures.
* An outside effect that would restore hit points to a dying creature instead counts as one success, whereas an effect that would deal damage to a dying creature counts as one failure.
* Upon losing the dying condition through any means, death saving throw results reset to zero.

## Exhausted

* An exhausted creature has anywhere from 1 to 10 exhaustion points.
* They suffer a penalty to all d20 tests, and to the DC of all saving throws they force on other creatures, equal to the number of exhaustion points they have accumulated.
* If an effect would decrease a creature's exhaustion points past 1, the exhausted condition ends for them.
* If an effect would increase a creature's exhaustion points past 10, they gain the dying condition.
* When the dying condition gained through exhaustion ends, the creature retains all exhaustion points they had prior to the effect that increased their points past 10.

## Frightened

* A frightened creature has disadvantage on ability checks and attack rolls while they can see the source of their fear, and can't willingly move closer to it.
* The source of their fear has advantage on ability checks made to coerce them.

## Grappled

* A grappled creature's speed is 0 and can't change.
* They have disadvantage on attack rolls.
* They can be moved by the grappler, who is slowed while doing so unless they are two sizes larger than the grappled creature.
* They can attempt a Strength or Dexterity saving throw against the grappler's Strength score at the end of each of their turns, ending the grappled condition on a success.
* The grappled condition ends early if they are shoved outside the grappler's reach, or if the grappler is incapacitated.

## Incapacitated

* An incapacitated creature can't speak or take actions or reactions.
* They lose concentration on effects that require it.
* They have disadvantage on initiative rolls.

## Invisible

* An invisible creature is impossible to see without the aid of magic or a special sense.
* They have advantage on attack rolls, and other creatures have disadvantage on attack rolls against them.
* They can still be heard and felt.

## Paralysed

* A paralysed creature is incapacitated and can't move.
* They automatically fail Strength and Dexterity saving throws.
* Other creatures have advantage on attack rolls against them.

## Petrified

* A petrified creature is paralysed and unaware of its surroundings.
* They are immune to poison damage, vulnerable to bludgeoning damage, and resistant to all other damage types.
* They are immune to the poisoned condition and to disease, but existing diseases and poisoned conditions are suspended, not neutralised.

## Poisoned

* A poisoned creature has disadvantage on ability checks and attack rolls.

## Prone

* A prone creature's only walking option is crawling along the ground at half their walking speed.
* If they were flying when they were knocked prone, they fall, unless they can hover.
* They have disadvantage on attack rolls, while other creatures have advantage on attack rolls against them if the attacker is within 5 feet.
* They can spend one action to stand up, thereby ending the prone condition.

## Restrained

* A restrained creature's speed is 0 and can't change.
* They have disadvantage on attack rolls, while other creatures have advantage on attack rolls against them.
* The creature has disadvantage on Dexterity saving throws.

## Slowed

* A slowed creature is dazed, and all of their movement speeds are halved.
* Other creatures have advantage on attack rolls against them.
* They have disadvantage on Dexterity saving throws.

## Unconscious

* An unconscious creature is paralysed, prone, and unaware of their surroundings.
* They drop whatever they are holding when they fall unconscious.