Conditions

## Overview

Below are described the rules for various conditions which may affect Characters in the game of 7e. These are designed for use with a number of different scenarios, including Exploration and Roleplay and Combat Conflicts. See those Sections for more.

## Conditions

Conditions represent a range of different sets of rules that can affect a *Character* under certain circumstances.

Some of these *Conditions* are defined at *General Conditions,* where a set of rules only pertains to a single *Character*, such as the *Posioned* or *Blinded* *Condition*.

Other *Conditions* are defined as *Relative Conditions,* which define a relationship *between* *Characters*. A common example of this is the *Hidden* *Condition*, describing when one *Character* is unseen by another *Character*, or the *Frightened Condition*, where a *Character* is affected by another *Character* while they can see them. Where you see a *Relative* Condition, keep in mind that there are always at least two *Characters* involved in this *Condition*.

## Blinded

* A *Blinded Character* can’t see and automatically fails any *Ability Check* that requires sight.
* The *Blinded Character* is prevented from using all forms of sight except *Blindsight*. All *Characters* are considered *Obscured* from them (see the *Obscured Condition*), leading to the following effects:
	+ The *Blinded* *Character* has *Disadvantage* to hit other *Characters*
	+ Other *Characters* will have *Advantage* to hit the *Blinded* *Character* and may use a *Stealth* *Action* to be *Hidden* from them
	+ The *Blinded* *Character* cannot *Target Characters* with *Spells* and *Effects* which require they can see a *Target*.
* If a *Character* is both *Deafened* and *Blinded,* then all *Characters* benefit from being *Hidden* from them.

## Bloodied

* The Bloodied Condition denotes when a Character's Damage is equal to or more than half their Damage Limit.
* When you are Bloodied, you may Push your Limits. Any Ability Bonus you have an Edge in may be Treated as being one higher (i,e. an +3\* Ability Bonus would become a +4).

## Deafened

* A *Deafened* *Character* can’t hear and automatically fails any *Ability Check* that requires hearing.
* Deafened prevents a Character from using the Blindsight or Tremorsense features.
* If *a Character is both Deafened and Blinded,* then all *Characters* benefit from being *Hidden* from them.

## Dead

* A Dead Character is unconscious and incapacitated, and cannot be brought back to consciousness by most forms of healing.
* Further effects which may occur after a *Character* is *Dead* are setting dependent.

## Doomed

* A *Doomed* *Character* automatically fails any *Luck Check* they make, such as those to end the *Dying Condition.*

## Dying

* While in the *Dying Condition* a *Character* is *Incapacitated* and *Prone* (cannot take *Actions, Bonus Actions or Reactions*)
* However if a *Dying* *Character* wishes they may remain conscious and communicate with Characters within 30ft of them in short utterances, at the risk of drawing unwanted attention to them.
* A *Character* typically enters the *Dying Condition* when they are reduced to 0 *Hit Points.*
* When a *Character* enters the *Dying Condition*, they immediately lose one *Fate Point* (see Fate Points for more)
* At the Start of a *Dying Character's Turn*, they must make a DC10 *Luck Check.*
	+ On a Fail, they lose one Fate Point.
	+ On a Success, they do not lose a Fate Point.
	+ On a Spectacular Success (DC 15) the *Dying Condition* ends, the *Character* regains 1 *Hit Point* if the were at 0HP, and they become *Unconscious* if they weren't already for 1 hour or until another *Character* uses an *Action* to wake them.
* Another *Character* within 5ft of a *Dying Character* may perform a DC15 *Dexterity(Medicine) Check* to attempt to end the *Dying Condition* using a *Healing Kit.*
	+ On a Success, the *Dying Condition* ends, and the *Character* regains 1 Hit Point if they were at 0HP. They are also no longer *Unconscious* if they were already.
	+ On a *Spectacular Fail* (DC10), the *Character* loses one Fate Point.
* The *Dying Condition* also ends if a Character regains 1 Hit Point due to another Character Healing them.

## Exhaustion

Exhaustion represents the growing exhaustion a Character may gain during an day of exhausting activity. Other effects and strenuous activities may also cause the exhaustion mechanic, as well as desperate situations like Retreating and Chasing. (see the *Retreat* and *Chase Actions*).

Unlike other conditions, Exhaustion comes in 5 different levels.

Each time a Character gains a level in exhaustion, they gain a *cummulative* -2 penalty on all of their Ability Checks, Attack Rolls and Saving Throws.

For example, a *Character* with 3 levels of exhaustion would have a -6 penalty of all Ability Checks, Attack Rolls and Saving Throws.

Exhaustion has no effect on a Character's Luck Checks, such as those they make to end the Dying Condition.

If an effect would reduce a Character to 6 Levels of exhaustion, they immediately Die.

## Incapacitated

* An *Incapacitated* *Character* can’t take *Actions, Bonus Actions* or *Reactions.*
* An *Incapacitated Character's* *Concentration* on *Spells* ends.

## Invisible

* An *Invisible Character* is considered *Obscured* from all Characters who use Sight or Darkvision to see (see *Obscured*)
* Features such as *Blindsight* and Truesight however allow *Characters* to effectively see an *Invisible Target.*
* Unlike most other forms of *Obscurement*, an Invisible *Character's* vision is not impeded by this form of *Obscurement*, due to this:
	+ They have *Advantage* on *Attack Rolls* against *Targets* they are *Obscured* from, and
	+ *Characters* they are *Obscured* from have *Disadvantage* on Attack Rolls against an *Invisible Target*
* An *Invisible* *Character's* location is known by *Characters* within 100ft (i.e. they are in audible Range) unless the *Invisible Target* has successfully used the *Stealth Action* to become *Hidden* (see *Stealth Action* and *Hidden*).
* An *Invisible Character* can take the *Stealth Action* as a *Bonus Action* (they can more easily devote their attention to moving silently)
* *Invisible Characters* have resistance to *Radiant* damage however they are briefly revealed by an instance of it (see below).
* When an *Invisible* *Character* takes *Radiant* *Damage* they lose the benefits of the *Invisible Condition* until the *Start* of their *Next* *Turn*.

## Paralyzed

* A *Paralyzed* *Character* is *Incapacitated* (see the *Incapacitated* condition) and can’t move or speak.
* The *Character* automatically fails *Strength and Dexterity Saving Throws*
* The *Character* automatically fails *Strength and Dexterity Ability Checks*
* *Attack Rolls* against the *Character* have *Advantage*.
* Any *Melee Attack* that Hits the *Character* is a Critical Hit. Note a *Critical Hit* will cause the *Character* to immediately lose 1 Fate Point (see Fate Points)
* Any *Ranged Attack* that *Hits* the *Character* is a *Critical Hit* if the *Attacker* is within 5ft.

## Poisoned

* A *Poisoned* Character has *Disadvantage* on *Attack Rolls* and *Ability Checks.*

## Prone

* While *Prone*, a Character's only movement option is to Crawl (i.e. they spend 1 additional foot of movement for each Foot of movement they travel)
* To end the *Prone* Condition, a *Character* may expend 15ft of *Movement Speed* to stand up.
* While *Prone*, the *Character* has *Disadvantage* on *Attack Rolls.*
* *Melee Attack Rolls* against the *Character* have *Advantage*
* *Prone Characters* have half-cover against *Ranged Weapon Attacks*
* *Ranged Attack Rolls* against a *Prone* *Character* have *Advantage* if the *Attacker* is within 5 feet of them.

## Restrained

* A *Restrained Character's* Movement Speed becomes 0, and it can’t benefit from any modifiers to its Movement Speed.
* *Attack rolls* against a *Restrained Character* have *Advantage*
* A *Restrained Character's Attack rolls* have *Disadvantage*.
* A *Restrained Character* has Disadvantage on Dexterity saving throws.

## Stunned

* A *Stunned* *Character* is *Incapacitated* (see *Incapacitated*), it's *Movement Speed* is reduced to 0, and it can speak only falteringly.
* The *Character* automatically fails *Strength* and *Dexterity Saving Throws*
* The *Character* automatically fails *Strength* and *Dexterity Ability Checks*
* *Attack Rolls* against the *Character* have *Advantage.*

## Unconscious

* An *Unconscious* *Character* is *Incapacitated* (see *Incapacitated*), can’t move or speak, and is unaware of its surroundings
* The Character becomes *Prone*.
* The Character automatically fails *Strength and Dexterity Saving Throws*
* The Character automatically fails *Strength and Dexterity Ability Checks*
* *Attack Rolls* against the *Character* have *Advantage*.
* Any *Melee Attack* that hits the *Character* is a *Critical Hit*. Note a *Critical Hit* will cause the *Character* to immediately lose 1 Fate Point (see Fate Points)
* Any *Ranged Attack* that hits the Character is a Critical Hit if the Attacked is within 5ft.

## Silenced

* A *Silenced Character* cannot speak, and is unable to make verbal communications aloud audible more than 5ft away from them.
* A Silenced Character cannot form the *Verbal Components* required for certain *Spells*

## Covered

* *Covered* represents when a *Character* is behind an obstacle of some kind, affording them some protection from another *Character*.
* *Cover* comes in three varieties: Half-Covered, Mostly-Covered or Totally Covered.
* *Half-Covered* grants the *Character* a +2 Bonus to their *Armor Class* from *Characters* they are protected from.
	+ Short walls, fences, or other *Characters* are considered to grant the Half-Covered Condition. Being *Prone* grants a *Character* *Half-Cover* against *Ranged Attacks.*
* *Mostly-Covered* grants the *Mostly-Covered Character* a +5 Bonus to their *Armor Class* from Characters they are protected from.
	+ Arrow Slits, walls with small openings or distances with many different sources of Half-Cover (e.g. a ranged attack through a crowd) may be considered sources which would grant a *Character* the Mostly-Covered Condition
* *Totally-Covered* occurs when a *Character* is fully hidden behind a solid surface.
	+ Doors and Walls are common examples of this. *Totally-Covered* *Characters* cannot be *Targeted* with *Attacks* or *Spells* which require a visible *Target*.

## Charmed

* A *Charmed Character* can’t attack the *Charmer* or *Target* the *Charmer* with harmful effects.
* The *Charmer* has *Advantage* on any *Communication Checks* against the *Character*.
* When the *Charmed Condition* ends, the *Charmed Character* will understand that it's mind was influenced by some form of external control.
* The *Charmed Character* may deduce that the *Charmer* was the source of the *Charmed Condition* if they interacted with them directly while they were *Charmed*.
* A *Charmed Character* will regard the *Charmer* as a *Friendly Acquaintance*, and will take their requests in the same manner as they might from a *Friend* they trust.
* Below are guidelines for how a *Charmed* *Character* can be expected to act in the context of a *Combat*:
	+ A *Charmed Character* **will** be easily convinced to stop fighting if there is no obvious threat to them.
	+ A *Charmed Character* **will not** be convinced to stop fighting if they are currently defending themselves or *Characters* they care about from harm.
	+ A *Charmed Character* **will not** be convinced to take a course of *Action* that they know will cause direct harm to themselves or *Characters* they care about
* Sometimes the *Charmed Condition* has stronger effects than this attached to it (e.g. grants the *Charmer* greater control over the *Target*). In such cases refer to the rules specified for that instance of the effect.

## Distracted

* *Distracted* *Characters* have a -2 Penalty to both their *Passive Awareness* and *Awareness Checks* against *Characters* which are not the source of the *Distraction*.
* *Attack Rolls* against a *Distracted Character* have *Advantage*, provided the source of the *Distraction* is not also the *Attacker*.

## Frightened

* A *Frightened Character* has *Disadvantage* on *Ability Checks* while they can see the source of their fear
* A *Frightened Character* has disadvantage on *Attack Rolls* while they can see the source of their fear
* A *Frightened Character* is considered *Threatened* while they can see the source of their fear(see the Threatened Condition)
* The *Frightened Character* cannot willingly move closer to the source of its fear.
* Sometimes the *Frightened Condition* has stronger effects than this attached to it (e.g. causes *Characters* to flee). In such cases refer to the rules specified for that instance of the effect.

## Grappled

* A *Grappled Character's Movement Speed* becomes 0, and it can’t benefit from any modifiers to its *Movement Speed.*
* A *Grappled* *Target* is also *Taunted* by the *Grappler*. (see the *Taunted* Condition)
* The condition ends if the *Grappler* is *Incapacitated.* (see the Incapacitated condition).
* The condition also ends if the *Grappled* target is moved by an effect beyond the Reach of the limbs the Character is using to grapple the target. (For more details, see Grappling)

## Hidden Condition

* A *Character* must be *Obscured* to gain the *Hidden condition (see Stealth Action)*
* A *Hidden Character's* location is unknown to *Characters* they are Hidden from
* A *Character* may move up to half their movement speed out of *Obscurement* before they lose the benefits of that *Obscurement.*
* A *Character* automatically loses the *Hidden* and *Obscured* Condition is they end a Turn in position where they are no longer *Obscured*.
* If a *Character* moves more than half their movement speed, even while they are *Obscured*, the *Hidden* *Condition* ends.
* When a *Hidden Character* has performed an *Action* visible to a *Target* they are *Hidden* from, including *Attacking* that *Target*, they are no longer *Hidden* (see *Stealth Action* and *Invisible* also)

## Obscured

* An *Obscured* *Character* cannot be seen or may only be barely seen, such as through a thick fog, darkness, dense foliage. The Invisibile condition also grants a Character the *Obscured Condition (*see *Invisible).*
* An Obscured Character's Position is known by Character's within 120ft of them, unless they take the Stealth Action to become *Hidden* (see *Stealth Action* and *Hidden*)
* *Characters* have *Disadvantage* on *Attack Rolls* against *Obscured Targets.*
* *Obscured Characters* have *Advantage* on *Attack Rolls* against *Targets*.
* Note that most forms of Physical *Obscurement*, such as Fog or Darkness, effectively *Obscure* **all** *Characters* which are trying to see through it. Such Characters are described as "Mutually Obscured".
* If two *Characters* are *Mutually* *Obscured,* their Attack Rolls have neither Disadvantage or Advantage (just roll a single d20 for the result)
* Effects which rely on being able to see a Character (many Spells have this requirement) automatically fail against an Obscured Target.
* The *Obscured Condition* ends when the source of the *Obscurement* is no longer between the *Characters* (See Stealth Action and Hidden for more Details)
* A Character which is both Obscured and inaudible/out of audible range is also considered Hidden (see Hidden). Generally a Character is considered inaudible if they are 100ft away.

## Taunted

* A *Taunted* Character has *Disadvantage* on *Attack Rolls* against *Targets*, unless they are the source of the Taunt or have also Taunted the Character.

## Threatened

* The *Threatened* *Condition* represents when a *Character* is actively trying to protect themselves from harm
* A *Threatened* *Character* has Disadvantage on *Ranged Attacks*
* A *Character* is *Threatened* when they are within the *Reach* of a *Character* they can see and know is a threat to their safety
* *Characters* who are *Incapacitated* or otherwise unable to use an *Action* to cause direct harm (e.g. a Familiar) are not considered a threat.
* *Characters* which are perceived as being friendly are not considered a threat
* *Characters* which are *Frightened* by a *Character* are also *Threatened* by them

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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