Conditions

Conditions are affects

## **WORK IN PROGRESS**

### Blinded

* A blinded creature can’t see and automatically fails any ability check that requires sight.
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

### 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 can’t hear and automatically fails any ability check that requires 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 (see the condition).
* 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.

### Incapacitated

* An incapacitated creature can’t take actions or reactions.

### 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 the creature have disadvantage, and the creature’s attack rolls have advantage.

### Paralyzed

* A paralyzed creature is incapacitated (see the condition) and can’t move or 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 (see the condition), can’t 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 prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
* 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 (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.

### Unconscious

* An unconscious creature is incapacitated (see the condition), 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.

### Burning

* When a creature or flammable object is hit by an attack, spell, or other effect that deals fire damage, the target must make a DC 10 Dexterity saving throw or ignite and become burning. Objects automatically fail saving throws against this condition.
* A burning creature has disadvantage on ability checks and concentration checks. At the start of each of its turns, a burning target must succeed on a DC 10 Dexterity saving throw or take 1d4 fire damage. On a success, or if a creature uses an action to extinguish the flames, or if some other effect douses the flames, the condition ends.

### Bleeding

* A bleeding creature takes 1d4 piercing damage at the start of their turn for each wound. One creature can suffer from multiple bleeding wounds simultaneously, and each instance of the condition must be ended separately. A creature can end one instance of bleeding by regaining at least 5hp, or when a creature uses their action to dress a wound with a successful DC 10 Wisdom (Medicine) check. The player who causes the condition is responsible for recalling the subsequent damage rolls in a timely manner.

### DAZED

* A dazed creature cannot take reactions and has disadvantage on ability checks and Dexterity saving throws.
* Melee attack rolls against the creature have advantage, and the creature’s own attack rolls have disadvantage.
* When a dazed creature attempts to cast a spell other than a cantrip it must roll a d20. On an 11 or higher the spell doesn’t take effect and the spell slot is wasted.
* When a dazed creature takes the Dash action they must succeed on DC 15 Dexterity saving throw or fall prone.

### Exhaustion

* Each time you receive exhaustion you add one level and an additional minus one penalty. If you reach 10 levels of exhaustion, your character dies.
* In addition to magical effects that could cause exhausting, DMs could use it to create a sense of doom or struggle. A party being chased by a superior foe could suffer exhaustion after running away for a long period of time. A deadly miasma in a dungeon could exhaust explorers the longer they linger in the caverns. One of my favorite home-brew rules for exhaustion is to let a player re-roll a failed attack or ability check but take a level of exhaustion as a result.

### Dying

* When your hit points are equal to 0, you fall prone and gain this condition. At the start of your turn you roll a death saving throw. On your turn you can only use your action, bonus action, or move action. Once you use one of these actions, your turn ends.
* If you use your action, you gain 3 levels of exhaustion.
* If you use your bonus action, you gain 1 level of exhuastion.
* While you have this condition you cannot use any of your actions to stand up from prone
* If you use your reaction while you are dying, you gain 1 level of exhaustion.
* Any healing provided will take away this condition and place you at whatever hit points you receive, as per normal, all rules applying to prone or exhaustion apply as normal.