# New/Revised Conditions ## Revised/Reworked/Codified Conditions *This section is for conditions that have been slightly changed or optimized, as well as those that have been in the game and referenced often, but never codified as an “official” condition. In that instance, this change seeks to simplify rules in exchange for a slightly higher initial learning curve* ### Baned #### Associations: **Damage Type:** N/A **Spells/Abilities:** *bane* #### Description The affected target suffers a 1d4 penalty to all d20 tests. - - - ### Blessed #### Associations: **Damage Type:** N/A **Spells/Abilities:** *bless* #### Description The affected targets gains a 1d4 bonus to all d20 tests. - - - ### Dazed #### Associations: **Damage Type:** N/A **Spells/Abilities:** Stunning Strike **Interactions:** Replaces the *stunned* condition at a 1:1 #### Description While you have the *dazed* condition, you have the following effects: **No Concentration.** Your Concentration is broken. **Rattled.** You have the Rattled condition. **Speechless.** You can speak only falteringly. **Surprised.** If you're *dazed* when you roll Initiative, you gain the *surprised* condition (Disadvantage on the initiative roll). **Saving Throws Affected.** You disadvantage on Reflex and Will saving throws. A dazed creature can only do one of the following things on their turn: move, use an action, or use a bonus action. If a creature becomes dazed during their turn, their turn ends. The *cure ailment* power, *lesser restoration* spell, and *greater restoration* spell remove the *dazed* condition. At the GM's discretion, other powers, spells, or effects might also remove the *dazed* condition. When a *dazed* creature is affected by a spell or effect that gives them an extra action on their turn (like the haste spell or the fighter's Action Surge feature), they can still take this extra action, in addition to the movement, action, or bonus action allowed by the *dazed* condition. - - - ### Defenseless #### Associations: **Damage Type:** N/A **Spells/Abilities:** #### Description Attack rolls against you have advantage. - - - ### Grappled #### Associations: **Damage Type:** N/A **Spells/Abilities:** #### Description **Restrained** You are Restrained, though you only have disadvantage on attack rolls against any target *other* than the grappler. **Movable.** The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. - - - ### Helpless #### Associations: **Damage Type:** **Spells/Abilities:** #### Description Attack rolls from within 5 ft that hit are critical hits. - - - ### Immobilized #### Associations: **Damage Type:** **Spells/Abilities:** #### Description Your speed becomes zero, and you can’t benefit from any bonuses to your speed. If you’re flying when you become immobilized, you fall. You have disadvantage on Reflex Saving Throws and Ability Checks using Dexterity. - - - ### Poisoned #### Associations: **Damage Type:** **Spells/Abilities:** #### Description While you have the Poisoned condition, you experience the following effect. **Ability Checks and Attacks Affected.** You have Disadvantage on attack rolls and ability checks. **Lingering Damage.** You take 1d4 Poison damage at the start of each of your turns. - - - - ### Restrained #### Associations: **Damage Type:** N/A **Spells/Abilities:** #### Description **Speed 0.** You are Immobilized. **Attacks Affected.** Attack rolls against you have Advantage, and your attack rolls have Disadvantage. **Saving Throws Affected.** You have Disadvantage on Reflex saving throws. **Spells Affected.** You cannot cast spells which have somatic components. ### Slowed #### Associations: **Damage Type:** **Spells/Abilities:** #### Description While you are under the slowed condition, your movement speed is reduced by half and you take a -2 penalty to AC. - - - ### Surprised #### Associations: **Damage Type:** **Spells/Abilities:** #### Description You have disadvantage on Initiative rolls and you have the rattled condition for the first round of combat in which you were surprised. - - - ## New Conditions *This section is for conditions that are completely new, or replace old conditions. These seek to increase depth of gameplay and interaction between systems. The goal is to not **overwhelm** the player, but **moderately integrate** these with the existing mechanics.* ### Bleeding #### Associations: **Damage Type:** Slashing, Piercing **Spells/Abilities:** #### Description While you are bleeding, you suffer 1d4 slashing damage at the start of each of your turns and you have disadvantage on Fortitude saving throws. A creature can staunch the bleeding using the Medicine skill or by receiving any healing. The condition ends if a bleeding creature is restored to full health. - - - ### Burning #### Associations: **Damage Type:** Fire **Spells/Abilities:** #### Description While afflicted by the burning condition, you suffer the follow effects: **Burning Damage.** You suffer 1d4 Fire damage at the end of each round, unless a different amount is specified by the triggering ability. If you are already burning, but gain the condition again, the higher damage amount takes precedence. **Hard to Miss.** You shine bright light in a 5 ft radius and dim light in a 10 ft radius. You have disadvantage on Stealth (Dexterity) checks. Anyone can spend an Action or Bonus Action to clear the condition off of you, or you can spend an Action to clear it yourself. You also lose the burning condition when gaining the wet condition. When a creature that is burning successfully grapples another creature, they obtain the burning condition as well. - - - ### Corroded #### Associations: **Damage Type:** Acid **Spells/Abilities:** #### Description While you are afflicted by the corroded condition, you suffer the following effects: You take 1d4 Acid damage at the start of your turns, and you have -2 AC for the duration of the condition. Anyone can spend an Action or Bonus Action to clear the condition off of you, or you can spend an Action to clear it yourself. You also lose the corroded condition when gaining the wet condition. Taking acid damage refreshes the duration and increases the die size one step. - - - ### Doomed #### Associations: **Damage Type:** **Spells/Abilities:** #### Description The next time you go unconscious, you start with a number of failed death saves equal to the stacks of this condition. Max 3 stacks. If you go unconscious with 3 stacks of Doomed, you die instantly. - - - ### Downed #### Associations: **Damage Type:** **Spells/Abilities:** #### Description When you drop to 0 HP in combat, you gain this condition and one stack of the wounded condition. While under this condition, you suffer the following effects: - You are Incapacitated and Immobilized - You are Defenseless - You are Helpless - You can speak only falteringly–no more than a few words at a time only audible within 10 ft. - You drop whatever you are holding and fall prone - You have disadvantage on all ability checks and automatically fail Reflex saving throws Before rolling your death save on each of your turns, the Downed character can take 1 Desperate Action: **Crawl:** The character wills themselves to crawl up to 5 feet. This movement does not provoke opportunity attacks. If an adjacent square is Difficult Terrain, you cannot crawl towards that square, unless you are already in said Difficult Terrain. **Brace:** The character puts up the best defense they can muster. Attackers do not get advantage on attacks due to the Downed condition until the character's next turn, and the first attack from within 5 ft that does hit is turned into a normal hit instead. If you receive an amount of damage that equals or exceeds half of your total health, it still counts as a critical hit. **Shout:** The character cries out for their ally to assist them. One friendly creature within 30 feet may immediately move up to half of its movement speed directly toward the downed character. This movement does not provoke opportunity attacks. You have up to 3 uses of desperate actions, at which point you can spend a failed save to use another action per turn. If the attack that caused you to reach 0 HP was a critical hit, you gain 2 stacks of wounded instead. - - - ### Frostbite #### Associations: **Damage Type:** Cold **Spells/Abilities:** #### Description While you are under the frostbite condition, you suffer the following affects: **Frostbite Damage.** You take (1d4 + the # of stacks of this condition) Cold damage when you attack with a weapon or attempt to cast a spell with somatic components. **Reduced Actions.** You cannot take Bonus Actions. This condition has a max of 10 stacks, and you lose 1 stack per turn if doing nothing. Most sources inflict 2 stacks. You lose 2 stacks on your turn if you: - move more than half your movement speed - light a torch - sit near a campfire or other lit object You lose the frostbite condition when you gain the burning condition. - - - ### Frozen #### Associations: **Damage Type:** Cold **Spells/Abilities:** **Interactions:** Frostbite condition When you reach 10 stacks of Frostbite, you lose all stacks of the Frostbite condition and gain the Frozen condition. While you have the Frozen condition, you suffer the following effects: #### Description **Stuck.** You have the Immobilized condition. **Easy Target.** You have the Defenseless condition. **Vulnerable.** You gain vulnerability to Bludgeoning, Thunder and Fire damage. When you take any of those types of damage, you lose the Frozen condition. You can also attempt to break out of the ice with a DC 15 Athletics check or if you or an ally inflict 15 Bludgeoning or Fire damage to the ice. - - - ### Hastened #### Associations: **Damage Type:** **Spells/Abilities:** *haste* #### Description While under the effects of the hastened condition, you have a +2 bonus to your AC and your movement speed is doubled. - - - ### Rattled #### Associations: **Damage Type:** **Spells/Abilities:** #### Description A creature that is immune to being dazed is immune to being rattled. While under the rattled condition, you suffer the following effects: - A rattled creature cannot benefit from bonus dice. - A rattled creature cannot take reactions. - - - ### Shocked #### Associations: **Damage Type:** Lightning **Spells/Abilities:** #### Description When you gain the shocked condition, you immediately drop one item you are holding in your hands in a random square 5 ft away from you (roll 1d8 to determine space), and suffer the following effects: - You have the Rattled condition - You have disadvantage on ability checks involving Dexterity and Reflex saving throws. - - - ### Stupefied #### Associations: **Damage Type:** Psychic **Spells/Abilities:** #### Description Your thoughts and instincts are clouded. You have disadvantage on Intelligence, Wisdom, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. You also suffer the following effects: - You can only take a Magic action to cast a Cantrip you know. - You have Disadvantage on Fortitude Saving Throws to maintain concentration on spells. - - - ### Weakened #### Associations: **Damage Type:** **Spells/Abilities:** #### Description While under the weakened condition, you deal half damage with all attacks. - - - ### Wet #### Associations: **Damage Type:** **Spells/Abilities:** #### Description When gaining the wet condition, you lose the burning or corroded conditions, if you have them. This condition lasts for 10 rounds or until you move your full movement speed in one turn. Each time you gain the wet condition, the duration is refreshed back to 10 rounds. While you have the wet condition, you are under the following effects: - You have resistance to Fire damage - Your susceptibility to Lightning and Cold damage increases one tier (Immunity–>Resistance–>Neutral–>Vulnerable). - Attacks that use Lightning damage have advantage, and you have disadvantage on saving throws to resist the effects of Lightning or Lightning damage. - When you would receive stacks of the frostbite condition, you instead receive double the stacks you normally would. - - - ### Withered #### Associations: **Damage Type:** Necrotic **Spells/Abilities:** #### Description While under the withered condition, you suffer the following effects: - Healing you receive is halved. - Your HP maximum is reduced by the amount of Necrotic damage received that inflicted this condition on you. - You have disadvantage on Fortitude and Will saving throws. - - - - ### Wounded #### Associations: **Damage Type:** **Spells/Abilities:** #### Description You gain one stack of this condition when you reach 0 HP. There are a maximum of 5 stacks of wounded, and you gain more depending on the result of your death saving throws: Base DC of Death Saving Throws = 10 - 20 - Critical Success: -1 stack of wounded and DC decreases by 2 - 10-19 - Success: nothing - 2-9 - Failure: +1 stack of wounded - 1 - Critical Failure: +2 stacks of wounded and DC increases by 2 When you regain HP or are stabilized, your current stacks of wounded linger. If you go down in combat again, upon reaching 0 HP, your stacks of wounded are converted to failed death saving throws at a 2:1 rate, and then you gain the +1 stack from reaching 0 HP (or +2 if it was a critical hit). - When you are stabilized or gain 1 HP or more, all of your failed death saving throws are converted to the Wounded condition at a 2:1 rate. - When combat ends, all leftover stacks of wounded are converted to *levels of exhaustion* at a 2:1 rate, and the remainder lingers. **How to remove** You can get rid of this condition by healing to full HP and completing a Short Rest, or by completing a Long Rest. Alternatively, certain spells and effects remove certain stacks of this condition. The *spare the dying* cantrip removes one stack of wounded when stabilizing a creature, *lesser restoration* removes 2 stacks of wounded, and *greater restoration* removes **all** stacks of wounded. ##### Example Scenario 1 ###### **Turn 1:** Bob has 0 stacks of wounded, and is at 5 HP. An enemy attacks him, and hits him for 7 damage. Bob is reduced to 0 HP. Upon reaching 0 HP, he gains the downed condition, and gains +1 stack of the wounded condition. *Current wounded count:* 1 ###### **Turn 2:** Bob’s turn comes up, he rolls a death saving throw. His result is 8, bringing his total failed death saves to 1. *Current wounded count:* 2 ###### **Turn 3:** Bob’s turn comes around again, he rolls another saving throw. His result is a 1, bringing his total failed saves to 2. *Current wounded count:* 4 ###### **Turn 4:** Bob’s turn comes around again, and he rolls a 20. This brings his death save count to 1 success and 2 fails. *Current wounded count:* 3 ###### **Turn 5:** Bob rolls a 14. Death save count is 2 success, 2 fails. *Current wounded count:* 3 ###### **Turn 6:** Somehow, Bob’s teammates have not revived him or healed him yet. He rolls a 13, marking his 3rd success on death saves, and becomes stable. He has 3 stacks of wounded. **If Bob stays like this until combat ends** Bob will have his 3 stacks of wounded converted to *exhaustion*[^1], resulting in him having: - 1 level of Fatigue - 1 level of Strife - 1 stack of wounded **If Bob regains consciousness and rejoins the fight** Bob will have 3 stacks of wounded. The next time he goes down, he converts his stacks to failed death saves (2:1 ratio), and *then* gains +1 stack of wounded. Bob goes down again –> Bob is at 0 HP with 1 failed death save to start, and is left with 1 stack of wounded –> +1 stack of wounded from going down [^1]: Remember, both *Fatigue* and *Strife* count as Exhaustion in this ruleset. When specifically referring to “Exhaustion”, it is referring to both at the same time.