Conditions

> *"Select your method, and apply it judiciously."*
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Poison, Bloodloss, Invisibility, such effect can drasitally alter the odds of almost any encounter. Whether by spells, substances or other tools, the following effects and their application are to be taken into tactical consideration.

## Conditions

### Bleeding

* Bleeding is Measured in Stacks and Duration. When a creature starts it's turn while having any number of stacks of bleeding, it loses hit points equal to the number of stacks of bleeding it suffers from, and the duration of the bleeding is reduced by 1. When a creature is afflicted with bleeding while it is already suffering from the condition, the duration of the condition becomes the duration of the most recent bleeding, and the number of stacks becomes the sum of all stacks it suffers from.
* A bleeding creature cannot be stable while at 0 hit points. Hit points lost from bleeding are not considered damage.
* When the duration is reduced to 0, the condition ends. The condition also ends when the creature regains any amout of hit points. A creature cannot take stacks of bleeding until the start of it's next turn and loses one stack of bleeding when it takes the dodge action.

### Blinded

* A blinded creature can’t see and automatically fails any ability check that requires sight.
* Attack rolls against creatures that cannot be seen are made at disadvantage, and attack rolls against creatures that cannot see the attacker are made at advantage.

### 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 cannot hear and automatically fails ability checks that require hearing.

### 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.

### 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.
* 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.
* A grappled creature can be freed as an action with a sucessful Strength (athletics) check made by itself or a creature within 5 feet of it. The DC is determined by the source of the grapple, and is either a specific DC, or a Strength (athletics) contest with the grappler.
* The grappled creature moves with the grappler. If the grappler is less than two sizes larger than the grappled creature, the grappler's movement speed is halved.

### Incapacitated

* An incapacitated creature can't take actions or reactions.
* Adavantage or disadvantage on saving throws made to resist being stunned also affect saving throws made to resist being incapacitated.

### 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 creatures that cannot be seen are made at disadvantage, and attack rolls against creatures that cannot see the attacker are made at advantage.

### Paralyzed

* A paralyzed creature is incapacitated, cannot move and cannot 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 nonmagical 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, cannot 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 creature can drop prone as a free action, even if it is usually immune to being prone. A creature can end the condition by spending up. Doing so costs an amount of movement equal to half the creature's speed, but cannot be done if the creature's movement is 0.
* A prone creature’s only movement option is to crawl, causing every foot of movement to cost 1 extra foot.
* 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, can’t move, and cannot speak clearly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.

### Surprised

* A surprised creature cannot take actions or reactions.
* The condition ends at the end of the creature's next turn.

### 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 that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

## Exhaustion

Sometimes, malnutrition and high temperatures can prove to be just as fatal as any dragon might be. Such exertions can cause the exhausted condition. The Condition consists of 6 levels, with the 6th level causing the affected creature's death. Many nonliving creatures are immune to this condition, even if it isn't listes in their condition immunities. A creature suffering from the negative effects of exhaustion of 2nd level or higher, also suffers from the effects of all lower tiers of exhaustion.

FInishing a long rest can reduce a creature's exhaustion by 1 level, provided the creature has had enough food and water to not suffer any negative effects from that diet. When exhaustion is reduced below it's first level, the condition ends.

### Levels of Exhaustion

1. The creature suffers a -4 penalty to all ability checks and a -2 penalty to any attack rolls it makes.
2. The creature's speed is reduced by 1/3rd, rounded up to the nearest number divisible by 5. The creature suffers a -2 penalty to any saving throws except constitution saving throws.
3. The creature's saving throw and attack roll penalties are increased to -4. The creature's maximum hit points are reduced by 1/4th.
4. The creature's saving throw penalty affects constitution saving throws. The creature's speed reduction is increased to 1/2 of it's speed, rounded up to the nearest number divisible by 5. Any healing the creature gains is halved.
5. The creatures speed cannot be higher than 5 feet. The creature's hit point penalty is increased to 1/2. The creature cannot cast or concentrate on spells. The penalty of the creature's ability checks, attack rolls and saving throws is increased to -8.
6. The creature dies. If it is resurrected, it drops to exhaustion level 5.

### Exhaustion from Starvation and Dehydration

A typical medium or small humanoid requires one pound (1 lb/0,5 kg) of food per day to be well fed. A creature can eat half as much to prevent exhaustion, but it will be malnourished. A creature who is malnourished for 5 days, which don't need to be consecutive, starts suffering from the *"Malnutrition"* Disease, potentially causing muscle deterioration. A creature who doesn't eat for 5 consecutive days suffers from one level of exhaustion, which cannot be removed by finishing long rests. Being well fed for 5 days in a row resets the malnutrition day counters and removes two levels of exhustion from not eating. Every day afterwards another level of exhaustion is removed.

A typical medium or small humanoid requires one litre of water per day, or 2 litres if under extreme weather conditions or when spending at least 5 hours doing exhausting activity. Not drinking water for multiple days in a row causes a level of exhaustion every day after the first.