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Part 6: Adventuring   ☰

Conditions

There are many, many circumstances under which a character may become somehow impaired, such as losing their sight or ability to move, or gaining an awful feeling in their body or mind that makes performing actions more difficult. Listed and described here are several such conditions and their effects on a creature. Several conditions refer to another condition in their description; in such cases, the effects stack with each other.


A creature is blinded when they lose the ability to see, typically due to either an injury or something in their environment preventing them from seeing.
  • A blinded creature cannot see;
  • All attacks against them have advantage;
  • All attacks by them have disadvantage;
  • They cannot attempt sight-based skill and ability checks.
A creature is charmed when another creature, the charmer, forces the charmed to become infatuated with them, causing them to think very highly of the charmer and prefer outcomes that favor them, sometimes even at their own detriment.
  • All social skill and ability checks when made by the charmer to the charmed have advantage;
  • The charmed creature cannot willingly attack the charmer.
A creature is deafened when they have lost the ability to hear, typically due to either an injury or something in their environment preventing them from hearing.
  • A deafened creature cannot hear;
  • They cannot attempt hearing-based skill and ability checks;
  • They are immune to sonic damage.
A frightened creature is one in the grips of sheer terror, confronted with something that shakes them to their core and shuts down their ability to think rationally.
  • A frightened creature makes all of their skill and ability checks with disadvantage while they can perceive the source of their fear;
  • They cannot willingly move closer to the source of their fear;
  • If the source of their fear makes an Intimidation check against them, the source gains double advantage on the check.
A creature is grappled when they are prevented from moving from their current spot, but still have control over their limbs.
  • A grappled creature cannot move and cannot benefit to any bonuses to their Speed;
  • Attacks made against a grappled creature by the creature grappling them have advantage;
  • The condition ends if something forcibly removes the victim from the grappler’s grasp or if the grappler lets them go.
An invisible creature is one that has visible light pass through them, rendering them difficult to perceive by those seeing in the visible light spectrum.
  • A creature that is invisible cannot be visually perceived unless by special exception;
  • Alternatively, they can still be perceived by disturbances in their environment, such as the noises they make or any tracks they leave behind;
  • They have advantage on sight-based Stealth checks;
  • Attacks that they make against creatures who cannot see them have advantage;
  • Attacks against them by creatures who cannot see them have disadvantage.
A creature is paralyzed when they cannot move their body in any way.
  • A paralyzed creature cannot take any actions or reactions, nor can they move;
  • Their Dodge score is reduced to 0;
  • Attacks against them have advantage;
  • They have double disadvantage on Reflex saves.
A creature is petrified when they become encased or ice or stone; whether or not this kills them is dependent on the source of the petrification and the GM's discretion.
  • A petrified creature is also considered paralyzed;
  • They cannot regain or lose Health;
  • They are immune to poison and psychic damage;
  • They get an automatic Success on all Willpower saves;
  • Their Fortitude score becomes 5 (+5);
  • Their Natural Armor becomes 20;
  • If they take any final damage, they start to break apart, the severity of which being up to the amount of final damage taken and the GM’s discretion.
A prone creature is one that has dropped onto its belly, as opposed to crouching or standing upright.
  • A prone creature can only crawl unless they take 2 seconds of their movement to stand up;
  • All of their attacks have disadvantage (except Firearm weapon attacks, which have advantage);
  • Melee attacks against them have advantage, while ranged attacks against them have disadvantage, unless the ranged attack is made within 2 meters of them.
A creature is restrained when they are prevented from moving in such a way that also partially or totally restricts the movement of their limbs.
  • A restrained creature is also considered grappled, however they can no longer take any actions other than Speech;
  • Their Dodge score is reduced by half;
  • All attacks against them have advantage.
A sickened creatures feels illness take root in their body, hampering their ability to act and possibly think clearly.
  • A sickened creature is also slowed;
  • In addition to their attacks, their checks and saves are made with disadvantage as well;
  • All attacks against them have advantage.
A creature is slowed when their normal ability to move is in some way hampered, such as by a spell, being overcome with sickness, or having to move through a thick liquid.
  • A slowed creature takes twice as much time to perform actions, their Speed is halved, and the number of reactions at their disposal is reduced by half, rounded down;
  • Their Dodge score is reduced by half, rounded down to the nearest half;
  • Their attacks are made with disadvantage.
A stunned creature is one who has briefly lost control of their senses and faculties, making it difficult or impossible for them to act or form coherent thoughts.
  • A stunned creature cannot take actions or reactions, though they may be able to speak falteringly/in stutters;
  • They can move 1m/sec;
  • Their Dodge score is reduced by half, rounded down to the nearest half;
  • Attacks against them have advantage;
  • They make all saves with disadvantage.
An unconscious creature is one that has lost consciousness for whatever reason, rendering them unable to act or be aware of their surroundings.
  • An unconscious creature cannot take actions or reactions;
  • They have double disadvantage on Reflex saves and may gain disadvantage on Fortitude and Willpower saves depending on the circumstances;
  • Their Dodge score is reduced to 0;
  • Attacks against them have advantage;
  • They are completely unaware of their surroundings, though they may still make Perception checks to be roused from unconsciousness if circumstances permit;
  • They drop whatever they are holding;
  • They fall prone unless something physically prevents them from doing so;
  • Unless otherwise stated by a special exception, they wake up whenever they take damage or another creature uses the Wake action on them.