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Conditions

Accelerated                                                           

Your Speed is increased. Accelerated is always followed by a number indicating how many feet the condition increases your Speed. For example, Accelerated 10 increases your Speed by 10 feet. If the condition does not specify which of your movement types it applies to, it applies to all of them, but it does not grant you any movement types that you do not already have. You can have both the Accelerated and Hampered conditions at the same time. If you were Accelerated 15 and Hampered 10 your Speed would be increased by 5 feet.

Asleep                                                                    

You cannot act. You have the Blinded and Prone conditions, take disadvantage to Perception, and attacks against you have advantage. You critically fail all Reflex saves. When you gain this condition, you also drop items you are holding or wielding.

If you take damage while asleep the condition ends. If you are within an ally’s natural reach, that ally can usually nudge or shake you awake with a single action. If there is loud noise going on around you, at the start of your turn you can attempt a Perception check as a free action without disadvantage.

Blinded                                                                   

You cannot see. While blinded, you treat all terrain as difficult terrain and already difficult terrain as impassable. If you rely on sight, all other creatures and objects are Sensed to you. You automatically fail, or critically fail in applicable situations, Perception checks that are fully dependent on sight and you take disadvantage to Perception checks if you rely on sight. If you perform an action that has the visual tag, you must succeed at a Flat DC 10 check, or the action is lost. You attempt the check after spending the action but before any effects are applied. You are immune to effects with the visual tag. Blinded overrides the Dazzled condition.

Bolstered                                                               

You cannot be affected by the listed effect that you are Bolstered against for 24 hours unless otherwise stated.

Broken                                                                    

Broken is a condition that affects objects. An item gains the Broken condition if it takes a number of Dents equal to its Toughness score. It takes one Dent each time it is dealt damage in excess of its Hardness score.

A broken object cannot be used for its normal function, unless otherwise stated, nor does it grant bonuses. It still imposes the penalties and limitations normally incurred by carrying, holding, or wearing it. For example, a suit of armor would still impose its Dexterity Cap, check penalty, and so forth. Broken armor is an exception. It still grants its item bonuses but at a lower value: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

An object that has the Broken condition is destroyed if it takes any more damage in excess of its Hardness score.

Concealed                                                             

If you have the Concealed condition others know your location but have some slight difficulty targeting you. Those trying to target a Concealed creature take disadvantage to attack rolls. This condition cannot be removed until the cause of the condition is removed.

See Senses to learn more.

Confused                                                               

You do not have your wits about you, and you act rashly. You cannot use reactions, nor can you Delay or Ready. On your turn, you must use your actions to attack the creature that attacked you most recently since your last turn.

If no creature attacked you since your last turn, roll 1d4. On a 1, you must spend your turn attempting to attack the nearest creature to you. On a 2, you must attack yourself once, hitting automatically for your normal damage and use no further actions. On a 3, you must do nothing but babble incoherently. On a 4, you can act normally.

Covered                                                                 

While you are Covered from a creature, such as behind a short wall, you are difficult for that creature to target. Any creature towards which you are considered to have the Covered condition must make a Flat DC 5 check when attacking or targeting you with an effect unless the attack is an area effect. If the check fails, the attack or effect misses with no results.

Dazzled                                                                  

Your eyes are overstimulated. If you rely on sight, all creatures and objects are treated as Concealed from you.

Dead                                                                       

You are no longer alive. You cannot act or be affected by effects that target creatures, unless they specifically target dead creatures, and for all other purposes you count as an object. When you gain the Dead condition, you go to 0 Hit Points if you had a different amount, and you cannot be brought above 0 Hit Points as long as you remain dead.

Deafened                                                               

You cannot hear. You automatically fail, or critically fail if applicable, Perception checks based on sound. You take disadvantage to Perception checks for checks that involve sound but also rely on other senses. If you perform an action that has the auditory tag, you must succeed at a Flat DC 10 check, or the action is lost. You attempt the check after spending the action but before any effects are applied. You are immune to effects with the auditory tag.

Drained                                                                  

Your health is lessened. Drained always includes a value. You take a penalty equal to the Drained value on Constitution-based checks and Fortitude saves. You also lose a number of Hit Points equal to the Drained value multiplied by your Proficiency Score and your maximum Hit Points are reduced by the same amount. If your Drained value is ever equal to or higher than your Proficiency Score, you immediately drop to 0 Hit Points and gain the Dying 1 condition as if affected by lethal damage.

In most cases, the Drained condition heals naturally at a slow rate. When you regain Hit Points through a Long Rest, your Drained value is reduced by 1. This increases your maximum Hit Points, but you do not immediately recover the lost Hit Points. When the Drained value reaches 0 you no longer have this condition.

Dying                                                                      

You are bleeding out or otherwise at death’s door. Dying always includes a value and if it ever reaches Dying 4, you die and gain the Dead condition.

Encumbered                                                         

You are carrying more weight than you can manage. If you are Encumbered, you are Hampered 10. This applies to every movement type you have. You also take disadvantage to all Strength and Dexterity based checks, including Acrobatics, Athletics, Stealth and Thievery. This disadvantage does not apply to saving throws.

Enervated                                                              

Enervated always includes a value. You take a penalty equal to your Enervated value on checks that include your Proficiency Score. You treat your Proficiency Score as though it were lowered by your Enervated value when determining which abilities you can use. You do not lose abilities permanently, but you cannot utilize those that are higher access than the Enervated condition allows. After a Long rest you can attempt a Fortitude save to reduce your Enervated value by 1, or 2 on a critical success. Your Enervated value cannot cause your Proficiency Score to be treated as less than 0.

Enfeebled                                                              

You are physically weakened. Enfeebled always includes a value. When you are Enfeebled, you take a penalty equal to the Enfeebled value on Strength-based checks, including Athletics, Melee Attacks, and Melee Damage. In most cases, the Enfeebled condition heals naturally at a slow rate. When you regain Hit Points through a Long Rest, your Enfeebled value is reduced by 1. When the Enfeebled value reaches 0 you no longer have this condition.

Entangled                                                              

A snare or another entrapping effect holds you back. You are Hampered 10. If you attempt a double or triple action, a free action, a reaction, or an action with the manipulate tag while Entangled, you must succeed at a Flat DC 5 check, or the action is lost. You attempt the check after spending the action but before any effects are applied. You can attempt an Athletics check, or any other appropriate roll in the given situation, against the cause of the condition. If you are successful, you remove the Entangled condition.

Fascinated                                                             

You are compelled to focus your attention on something, which distracts you from other things going on around you. You take disadvantage to Perception and skill checks, and you cannot use actions, free actions, or reactions with the concentrate tag unless they or their intended consequences are related to the subject of your fascination, as determined by the GM. Such actions cannot involve attacks. For instance, you might be able to Seek and Recall Knowledge about the subject but not use a Strike action. This condition ends if creatures in the area act in a hostile fashion toward you or your allies.

Fatigued                                                                

You are tired and expending energy makes you worse off. You are Hampered 5. You take disadvantage to saving throws. You also take a –1 penalty to AC and after each action you use while in initiative the penalty increases by 1 until the start of your next turn. For example, after your first action you would have a –2 penalty to AC. If you are Fatigued in Exploration mode, you cannot take any action except to move. You recover from the Fatigue condition with a Long Rest unless the effect that caused the Fatigued condition states otherwise.

Fleeing                                                                   

You are forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the Fleeing condition as expediently as possible. For example, using move actions like Climbing or Flying to flee or opening doors barring your escape.

The source is usually the effect or creature that gave you the condition, though some effects might define something else as the source from which you must flee. You cannot Delay or Ready while you have the Fleeing condition.

Frightened                                                            

You are gripped by fear and struggle to control your nerves. The Frightened condition always includes a value. You take a penalty equal to this value to all your d20 rolls. Unless specified otherwise, at the end of each of your turns, your Frightened condition’s value decreases by 1. If you were to ever become Frightened 4, it becomes the Fleeing condition instead for a round, unless otherwise stated. Once the Fleeing condition is removed in this manner it becomes Frightened 3.

Grabbed                                                                 

You are held in place by another creature allowing attacks against you to roll with advantage. If you attempt a double or triple action, a free action, a reaction, or an action with the manipulate or concentration tags while Grabbed, you must succeed at a Flat DC 5 check, or the action is lost. You attempt the check after spending the action but before any effects are applied. You can attempt an Acrobatics or Athletics check against the cause of the condition. If you are successful, you remove the Grabbed condition. A creature can only inflict the Grabbed condition on one creature that is one size smaller or smaller, unless otherwise stated. Once inflicted, the creature causing the Grabbed condition must spend at least one action on subsequent rounds to maintain the condition. The action to maintain the Grabbed condition does not require any check.

Hampered                                                             

Your Speed is reduced. Hampered is always followed by a number indicating how many feet the condition reduces your Speed. This condition cannot reduce your Speed below 5 feet. If the condition does not specify which of your movement types it applies to, it applies to all of them. You can have both the Accelerated and Hampered conditions at the same time, so if you were Accelerated 10 and Hampered 15, your Speed would be reduced by 5 feet.

Immobile                                                               

You cannot use any actions, free actions, or reactions that have the move or manipulate tag. Nor can you Strike or use most double or triple actions. Attacks against you gain advantage. In certain cases, as determined by the GM, some actions might be reasonable. For example, if you are Immobile due to being tied up, you can still use the Crawl action. If an external force would move you out of your space, it must succeed at a check against either the DC of the effect rooting you or the relevant Passive Athletics of a creature rooting you, as appropriate. You can attempt an Athletics check, or any other appropriate check in the given situation, against the cause of the condition, if reasonable. If you are successful, you remove the Immobile condition.

Invisible                                                                 

If you are Invisible, others do not know you are there without making a Perception check on which they take disadvantage against your Passive Stealth. If they fail to locate you, they cannot make another check unless given cause, such as someone pointing you out, you create a disturbance like noise, or you become Sensed. If the searching creature does make the check, then you become Sensed but only to the searching creature.

See Senses to learn more.

Paralyzed                                                               

Your body is frozen in place. All attacks against you gain advantage. You cannot act except to Recall Knowledge and act in other ways that require only the use of your mind, as determined by the GM.

Persistent Damage                                              

While affected by Persistent Damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a Flat DC 20 check to remove the Persistent Damage condition. You roll the damage dice anew each time you take the Persistent Damage, if applicable. Persistent Damage can also be removed with a Medicine check or healing which increases your Hit Points. A Medicine check is rolled against a DC equal to 10 + the Proficiency Score of the creature which caused it or another relevant value.

You can be simultaneously affected by multiple Persistent Damage conditions so long as they have different damage tags. If you would gain more than one Persistent Damage condition with the same damage type, the higher amount of damage overrides the lower amount, except if the effect states otherwise.

Petrified                                                                 

You have been turned to stone. You cannot act and you have the Blinded and Deafened conditions. You become an object with a Bulk equal to twice your normal Bulk, AC 9, and Hardness 10. In this state, your Toughness score is equal to 1 plus your Constitution Ability Score. When you are turned back into flesh, you have as many Hit Points as when you turned into a statue minus 5 Hit Points for every Dent your statue took. This cannot reduce you below a minimum of 1 Hit Point, and if your statue was Broken you return with exactly 1 Hit Point. If the statue is completely destroyed, you immediately die and gain the Dead condition and cannot be returned to life except through a means that grants you a new body.

Prone                                                                      

You are lying on the ground. You take disadvantage to attack rolls. Melee attacks against you gain advantage while Ranged attacks against you take disadvantage. The only move actions you can use while you are Prone are Crawl and Stand. Standing up ends the Prone condition.

If you are Climbing or Flying when you would gain the Prone condition, you fall instead and take the appropriate amount of damage if you hit the ground before catching yourself, 1d8 for every 10 feet. You cannot be knocked prone when Swimming unless you sink to the bottom of a body of water.

Quick                                                                      

You gain 1 additional action at the start of your turn each round. Many effects that grant the Quick condition specify the types of actions you can use with this additional action. If you become Quick from multiple sources, you can use the extra action granted to use any single action granted by any of the effects that made you quick, but you can never have more than four actions a round through the Quick condition.

Sensed                                                                    

If you are Sense others may know you are in the area. Those trying to target you must make a Perception check to locate you against your Passive Stealth or fail to know where you are. If they do succeed the Perception check, they can target you but treat you as Concealed until the Sensed condition changes.

See Senses to learn more.

Sick                                                                          

You feel ill. Sick always includes a value. You take a penalty equal to this value to all your d20 rolls. You cannot willingly ingest anything, including elixirs and other alchemical items, while sick. You can spend an action retching in an attempt to recover, which lets you attempt a Fortitude save against the DC of the effect that made you sick. On a success, you reduce your sickness value by 1, or by 2 on a critical success. The Sick value naturally reduces over time by 1 for every 12 hours.

Slowed                                                                   

You can spend fewer actions. Slowed always includes a value. When you gain your normal three actions at the start of your turn, reduce that number of actions by your Slowed value. You cannot Ready an action when you have the Slowed Condition. If you become Slowed during your turn, you do not lose any actions until the start of your next turn.

Sluggish                                                                 

Your movements become clumsy and inexact. Sluggish always includes a value. When you are Sluggish, you take a penalty to Dexterity-based checks, including Acrobatics, Stealth, Thievery, and Reflex saves equal to the condition’s value. Attacks against you gain advantage. In most cases, the Sluggish condition heals naturally at a slow rate. When you regain Hit Points through a Long Rest, your Sluggish value is reduced by 1. When the Sluggish value reaches 0 you no longer have this condition.

Stunned                                                                 

Your body is unresponsive. You cannot act.

Stupefied                                                               

Your thoughts and instincts are clouded. Stupefied always includes a value. You take a conditional penalty equal to the value on your Intelligence-, Wisdom-, and Charisma-based checks, all associated skills, and Will saves. In most cases, the Stupefied condition heals naturally at a slow rate. When you regain Hit Points through a Long Rest, your Stupefied value is reduced by 1. When the Stupefied value reaches 0 you no longer have this condition.

Unconscious

You have been knocked out. You cannot act and you have the Blinded and Deafened. All attacks against you gain advantage. However, this advantage against you does not stack with advantage gained against you from any other condition. When you gain this condition, you fall Prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you are in a position in which you would not gain the Prone condition. If you are above 0 Hit Points, you can attempt a Will save to remove this condition.