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Conditions

Blinded

  • A blinded creature can't see and it automatically fails ability checks that require sight.
  • Attack rolls against a blinded creature are made with advantage, and the creature's attack rolls are made with disadvantage.

Bloodied

  • A creature is bloodied when reduced to half its hit points or less.

Charmed

  • A charmed creature can't take any hostile action against the charmer.
  • Ability checks the charmer makes to socially interact with the charmed creature have advantage.

Confused

  • A confused creature can't take reactions.
  • On its turn a confused creature rolls a d8 to determine what it does. 
    • On a 1 to 4, a confused creature does nothing. 
    • On a 5 or 6, a confused creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. 
    • On a 7 or 8, a confused creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Deafened

  • A deafened creature can't hear and automatically fails ability checks that require hearing.

Doomed

  • A doomed creature dies at a time determined by the Narrator, or within 13 (2d12) hours. 
  • A doomed creature continues to be doomed even after it dies. Magic equivalent to a 7th-level or higher spell can remove the doomed condition (such as regenerate cast on a living creature, resurrection , true resurrection , or wish ).

Encumbered

  • An encumbered creature's Speed is reduced to 5 ft.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while it is able to see the source of its fear.
  • A frightened creature can't willingly move closer to the source of its fear.

Fixated

Bewitching beauty, forbidden knowledge, and artifacts that capture the mind—fixated is a condition where the afflicted are wholly captivated. Fixated is considered a moderate condition for the purposes of calculating a monster’s damage, unless it also limits a target’s actions, in which case it is considered severe.

  • A fixated creature has disadvantage on Investigation and Perception checks to perceive or examine creatures or objects other than the source of its fixation.
  • A fixated creature must spend 2 feet of movement for every 1 foot of movement away from the source of its fixation
  • A creature that is immune to being charmed is also immune to being fixated.

Grappled

  • A grappled creature's Speed becomes 0, and it can't benefit from bonuses to movement speeds.
  • If the grappler becomes incapacitated the condition ends.
  • If an effect removes the grappled creature from the reach of the grappler or grappling effect (such as when a creature is shoved away by the Doubleteam combat maneuver) the condition ends.

Incapacitated

  • An incapacitated creature can’t take actions, bonus actions, or reactions.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense (it gains no benefits from this condition against creatures still able to see it).
  • An invisible creature is heavily obscured for the purpose of hiding. 
  • An invisible creature's location can be detected by noises it makes or tracks it leaves.
  • Attack rolls against an invisible creature are made with disadvantage .
  • An invisible creature makes attack rolls with advantage .

Paralyzed

  • A paralyzed creature is incapacitated and can't move or speak.
  • A paralyzed creature automatically fails Strength and Dexterity saving throws
  • Attack rolls against a paralyzed creature have advantage .
  • Any attack that hits a paralyzed creature is a critical hit if the attacker is within 5 feet.

Petrified

  • A petrified creature (and all of its mundane possessions) is transformed into a solid inanimate substance (usually stone). 
  • A petrified creature’s weight is increased by a factor of ten and it ceases aging.
  • A petrified creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • A petrified creature automatically fails Strength and Dexterity saving throws .
  • A petrified creature has resistance to all damage.
  • A petrified creature is immune to poison and disease (time spent petrified does not affect the duration of a poison or disease already in its system).

Poisoned

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

Prone

  • A prone creature's only movement option is to crawl (every 1 foot of movement while crawling costs 1 extra foot) until it stands up.
  • Standing up requires half a creature’s movement.
  • A prone creature makes melee attack rolls with disadvantage .
  • An attack roll against a prone creature is made with advantage if the attacker is within 5 feet. Otherwise, the attack roll is made with disadvantage .

Rattled

  • A rattled creature cannot benefit from expertise dice .
  • A creature that is immune to being stunned is immune to being rattled.
  • A rattled creature cannot take reactions.

Restrained

  • A restrained creature's Speed becomes 0, and it can't benefit from bonuses to speed.
  • Attack rolls against a restrained creature are made with advantage .
  • A restrained creature makes attack rolls with disadvantage .
  • The restrained creature has disadvantage on Dexterity saving throws .

Slowed

  • A slowed creature's Speed is halved.
  • A slowed creature takes a −2 penalty to AC and Dexterity saving throws .
  • A slowed creature cannot take reactions.
  • On its turn, a slowed creature can take either an action or a bonus action, not both. In addition, it can't make more than one melee or ranged attack during its turn.

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 .
  • A creature that is immune to being stunned is immune to being rattled.

Unconscious

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • An unconscious creature drops whatever it's holding and falls prone.
  • An unconscious creature automatically fails Strength and Dexterity saving throws .
  • Attack rolls against an unconscious creature are made with advantage .
  • Any attack that hits an unconscious creature is a critical hit if the attacker is within 5 feet.

Tracked Conditions

Various challenges, obstacles, and magics can lead to either fatigue or strife. An effect can give a creature one or more levels of fatigue or strife (detailed in the effect's description).

If a creature suffering from fatigue or strife fails to resist another effect that causes a level of the tracked condition, its current level increases by the amount specified in the effect's description.

A creature suffers the effect of its current level in a tracked condition as well as all lower levels. For example, a creature suffering level 3 fatigue has its Speed halved, it cannot Sprint, and it makes Strength, Dexterity, and Constitution checks with disadvantage.

An effect that removes a tracked condition reduces its level as specified in the effect's description, with all tracked condition effects ending when a creature's condition level is reduced below 1.

Finishing a long rest at a safe haven reduces a creature's fatigue and strife levels by 1, provided that the creature has also had Supply to get the most from its rest. A creature does not require a haven to recover from the first level of fatigue or strife, but does still require a long rest. Also, being raised from the dead reduces all of a creature’s tracked conditions by 1.

Fatigue

The ranger finally reached the walled town, and staggered through the gates. The villagers gasped at the sight, for she was clearly starving, covered in dozens of minor wounds, and on the edge of collapse. Friendly hands reached out to offer her food and rest.

Keeping a breakneck pace while journeying, feats of great athleticism, and fell magics that sap away life force can wear down upon the body and cause fatigue. Fatigue represents exhaustion, exposure, hunger, injuries, and other physical factors which gradually wear a creature down. A creature which reaches the 7th level of the fatigue track becomes doomed and dies.

Fatigue Level Effects

1. Cannot Sprint or Dash

2. Disadvantage on Strength, Dexterity, and Constitution checks

3. Speed halved and unable to maintain a fast travel pace

4. Disadvantage on attack rolls and saving throws using Strength, Dexterity, or Constitution, and unable to maintain a normal travel pace

5. Hit Dice halved

6. Speed reduced to 5 ft. and unable to maintain a slow travel pace

7. Doomed


Strife

The halflings pushed on, the archlich Azkaroth’s presence weighing on their spirits as they trudged across the desolate landscape towards the dark lord’s lair. Each of them could feel the lich’s will tugging at their minds, and it took every ounce of courage they had to put one foot in front of the other.

Intense study of potent arcana, truly rigorous intellectual challenges, and psychically demanding magics can increase one’s strife. Strife represents corruption, despair, fear, loss of resolve, and other mental factors which gradually undo a creature’s very soul. A creature which reaches the 7th level of the strife track suffers a special, permanent effect, which is either randomly selected or decided by the Narrator. This might involve the creature shutting down completely, or being impacted in such a way that it is forever changed.

Strife Level Effects

1. Disadvantage on Intelligence, Wisdom, and Charisma checks

2. Disadvantage on concentration checks

3. Can only take a bonus action or action each turn (not both)

4. Disadvantage on attack rolls and saving throws using Intelligence, Wisdom, and Charisma

5. Suffer the effects of a randomly determined short-term mental stress effect.  

6. Cannot cast spells (but can cast cantrips)

7. Suffer the effects of a randomly determined long-term mental stress effect.


Optional Conditions

Corruption

Gate Pass Gazette #20