Conditions

A small list of homebrew conditions to add a little flavor in games!

## General Conditions

### Curse (Condition)

*Between the sharp pain of her wounds and the looming sense of the undead, she could not shake the fear of impending doom beating down her neck. Above her, ominous ghost blades danced and cackled a devilish taunt, staying her hand despite a lethal threat approaching. It was either death by an undead, or by her own hand.*

***Spells***: During each of the affected creature's turns, if they make a successful attack roll or cast a spell against another creature, they take damage as indicated by the spell's description (defaulting to Necrotic or Psychic damage if there is none), whichever they have no resistance or immunity to: this damage defaults to Necrotic damage in the occasion where both damage type resistances are either present or absent. The duration of the condition is shared with the spell's duration: *Instantaneous* lasting until the end of the target's next round, and *1 round* lasting until the end of your next turn. A creature can be affected by the spell's Cursed condition more than once after it resolves, unless mentioned otherwise.

***Items & Weapons***: When a creature is targeted with a weapon attack, item, or effect that causes Curse, they must succeed a Wisdom Saving throw with a DC based on the strength of the condition, or be affected by it. Based on the strength of the condition, it remains on a target for the following amount of turns:

* A **WEAK Curse** condition (DC 10) remains on a target for 5 (1d4 + 3) turns.
* A **MEDIUM Curse** condition (DC 13) remains on a target for 7 (2d4 + 2) turns.
* A **STRONG Curse** condition (DC 15) remains on a target for 10 (2d6 + 3) turns.

During each of the affected creature's turns, if they make a successful attack roll or cast a spell against another creature, they take damage equal to half of their damage roll as Necrotic or Psychic damage, whichever they have no resistance or immunity to: this damage defaults to Necrotic damage in the occasion where both damage type resistances are either present or absent. Only Weak and Medium curses can be cured with the Remove Curse spell. Once Cursed, a creature can be affected by the Cursed condition once every 24 hours even after it resolves, unless mentioned otherwise.

***If you are an Undead, a Fiend, or a Demon creature**:* You are not affected by the previous effect, but instead gain the following effects: any bodily attacks (Bites, Claw Slashes, Breaths, etc) now additionally cause Curse on other creatures, and your body gains an ethereal purple tint on all of your condition-causing sources. This change persists for 1d6+1 days, and is refreshed whenever you are exposed to an outside source of this condition. If this change persists for more than a month, it becomes permanent.

### Bleeding (Condition)

You have suffered a grievous wound that is causing you to bleed profusely, proving fatal if unattended. Different levels of bleeding incur different penalties; higher levels also include the previous level's penalties. Certain levels of Bleeding can only take effect after a certain threshold of hit points on the target. The DM may keep track of the levels gained without the player's knowledge.

 Level 2
 Level 3
 Level 4
 Level 5

Being healed via spells, potions, or using a Healer's Kit will lower the bleeding level by one during combat. If tended to (either healed physically or magically), a short rest will lower the bleeding level by one, while a long rest will completely remove all bleeding levels.

## Variant Conditions

### Dying (Variant)

*Dying is a condition gained when a character is making Death saving throws after their hitpoints drop to 0, instead of falling unconscious. This ruling pairs best when using a variant ruling of Exhaustion.*

* A dying creature can speak only falteringly and is aware of its surroundings up to 15 feet of it.
* The creature falls prone and drops whatever it is holding within 5 feet of them. The creature cannot stand up while they suffer from this condition.
* The creature's speed is lowered to 5 feet, and automatically fails all Strength and Dexterity Saving throws.
* The creature can take either an Action, a Bonus Action, or a Reaction each round, but not all. If the creature takes any of the previous actions, they gain a level of Exhaustion.
* Instead of performing a Death Saving throw at the start of their turn, the creature rolls at the end of their turn.

### Exhaustion (Variant)

*This table is a replacement for the Exhaustion Effects table found on te PHB. The original rulings of the condition still apply*

Variant Exhaustion Table
 2
 3
 4
 5
 6
 7
 8
 9
 10

### Stun (Variant)

*This is a variant condition replacement for the Stun condition found on the PHB.*

* The creature can take either an Action or a Bonus Action on their turn, but not both.
* The creature cannot take Reactions.
* The creature's speed is lowered to 10 feet, and suffers a -5 penalty to Strength and Dexterity Saving throws.
* The creature can speak only falteringly and is aware of its surroundings up to 30 feet of it.

## Poisons & Effects

### Sleeper Poison (Condition)

This poison is typically made with sleeper mushrooms, found in dark and secluded forests. A creature subjected to this poison must succeed on the following rolls:

* When applied for the first time, the creature must make a DC 13 Constitution saving throw or be stunned for 5 rounds.
* If the creature fails the previous save, on the creature's following turn, they must make a DC 13 Constitution saving throw or be paralyzed for 5 rounds, losing their previous stunned condition.
* If the creature fails the previous save, on the creature's following turn, they must make a DC 13 Constitution saving throw or fall unconscious, losing their previous paralyze condition. The creature cannot be woken up until 1 hour has passed.

***Contact***: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

### Snarbolax Poison (Condition)

This poison is made from the poisonous quills of the Rabid Snarbolax monster, found seldomly in the wild within dark and dense forests. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or suffer the following effects:

* The creature takes 2d10 poison damage, and is Poisoned for 1 minute.
* The creature takes additional 1d10 poison damage when a successful attack roll is made against them.
* The creature has disadvantage on attack rolls, saving rolls, and skill checks.
* Whenever the creature makes a successful attack roll, subtract 1d10 from the damage roll.

If the creature succeeds the Constitution saving throw, they instead take half the poison damage roll's result, and suffer no further effects.

***Injury***: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.