# Conditions
## Baned
#condition/new
> [!note] Associations **Damage Type:** N/A **Spells/Abilities:** _bane_
While you have the Baned condition, you experience the following effect.
_**Hindered.**_ You subtract 1d4 from your D20 Tests.
## Bleeding
#condition/new
> [!note] Associations **Damage Type:** Slashing, Piercing
While you have the Bleeding condition, you experience the following effects.
_**Lingering Damage.**_ You take 1d4 Slashing damage at the start of each of your turns.
_**Saving Throws Affected.**_ You have Disadvantage on Fortitude saving throws.
_**Ending the Condition.**_ At the end of each of your turns, you can make a DC 15 Fortitude saving throw, ending the condition on yourself on a success. The condition also ends if you, or a creature within 5 feet of you, takes an action to make a DC 15 Medicine check, or if you receive any source of healing.
_**Healing.**_ The first source of healing you receive while Bleeding is spent entirely on ending the condition rather than restoring Hit Points.
## Blessed
#condition/new
> [!note] Associations **Damage Type:** N/A **Spells/Abilities:** _bless_
While you have the Blessed condition, you experience the following effect.
_**Favored.**_ You add 1d4 to your D20 Tests.
## Blinded
#condition/existing
While you have the Blinded condition, you experience the following effects.
_**Can't See.**_ You can't see and automatically fail any ability check that requires sight.
_**Attacks Affected.**_ Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
## Bloodied
#condition/existing
A creature is Bloodied while it has half its Hit Points or fewer remaining.
## Burning
#condition/new
> [!note] Associations **Damage Type:** Fire
While you have the Burning condition, you experience the following effects.
_**Burning Damage.**_ You take 1d4 Fire damage at the end of each round, unless the triggering ability specifies a different amount. If you're already Burning and gain the condition again, the higher damage amount takes precedence.
_**Hard to Miss.**_ You shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and you have Disadvantage on Dexterity (Stealth) checks.
_**Transferring Fire.**_ When you're Burning and you successfully grapple another creature, that creature also gains the Burning condition at the same damage level.
_**Ending the Condition.**_ A creature can take an action or Bonus Action to clear the condition from you, or you can take an action to clear it yourself. You can also drop Prone and forgo all your movement to end the condition. You lose the Burning condition when you gain the Wet condition.
Putting out the fire varies in difficulty depending on its source. Nonmagical flame can be doused easily—a creature can take an action to douse it if the fire is within reach, or use another means of dousing flame at range, such as the _control flames_ spell. Flame submerged in water or a similarly smothering fluid is doused automatically.
Magical flame can be more difficult to douse, depending on the source. The _searing smite_ spell can be doused as easily as any nonmagical fire, but the flames of the _immolation_ spell can be doused only by ending the spell, such as with a successful saving throw or an effect like _dispel magic_.
## Charmed
#condition/existing
While you have the Charmed condition, you experience the following effects.
_**Can't Harm the Charmer.**_ You can't attack the charmer or target the charmer with damaging abilities or magical effects.
_**Social Advantage.**_ The charmer has Advantage on any ability check to interact with you socially.
## Concentration
#condition/existing
Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
_**Another Concentration Effect.**_ You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
_**Damage.**_ If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
_**Incapacitated or Dead.**_ Your Concentration ends if you have the Incapacitated condition or you die.
## Confused
#condition/new
While you have the Confused condition, you experience the following effects.
_**Indecisive.**_ You have the Rattled condition.
_**Random Actions.**_ On your turn, roll on the Confused Behavior table to determine what you do.
|d8|Effect|
|:-:|---|
|1|The Confused creature takes the Dodge action and ends its turn.|
|2-3|The Confused creature takes no action or Bonus Action and uses all of its movement to move in a randomly determined direction. Roll a d8 to determine which cardinal/sub-cardinal direction it moves.|
|4-5|The Confused creature can take either an action or a Bonus Action, and then moves half its Speed in a randomly determined direction. Roll a d8 to determine which cardinal/sub-cardinal direction it moves.|
|6-7|The Confused creature takes the Attack action or the Magic action against a randomly determined creature within its reach or range. The creature can only perform an Exploit of 2nd degree or lower, or cast a spell of 3rd level or lower. If a creature cannot perform either action, it ends its turn.|
|8|The Confused creature can act normally.|
## Corroded
#condition/new
> [!note] Associations **Damage Type:** Acid
While you have the Corroded condition, you experience the following effects.
_**Lingering Damage.**_ You take 1d4 Acid damage at the start of each of your turns.
_**Lowered Defenses.**_ You take a -2 penalty to your Armor Class for the duration.
_**Ending the Condition.**_ A creature can take an action or Bonus Action to clear the condition from you, or you can take an action to clear it yourself. You lose the Corroded condition when you gain the Wet condition.
_**Escalating Acid.**_ Taking Acid damage refreshes the duration and increases the damage die by one step.
## Dazed
#condition/revised
> [!note] Associations **Spells/Abilities:** Stunning Strike **Interactions:** Replaces the Stunned condition at a 1:1.
While you have the Dazed condition, you experience the following effects.
_**Limited Actions.**_ On your turn, you can take only one of the following: move, take an action, or take a Bonus Action. If you become Dazed during your turn, your turn ends.
_**No Concentration.**_ Your Concentration is broken.
_**Rattled.**_ You have the Rattled condition.
_**Saving Throws Affected.**_ You have Disadvantage on Reflex and Will saving throws.
_**Speechless.**_ You can speak only falteringly.
_**Surprised.**_ If you're Dazed when you roll Initiative, you have the Surprised condition.
When a Dazed creature is affected by a spell or effect that grants it an extra action on its turn (such as the _haste_ spell or the fighter's Action Surge feature), it can still take that extra action, in addition to the movement, action, or Bonus Action allowed by the Dazed condition.
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 it.
Some creatures have Immunity to the Dazed condition. At the GM's discretion, a creature that has Immunity to the Paralyzed or Stunned condition also has Immunity to the Dazed condition.
## Deafened
#condition/existing
While you have the Deafened condition, you experience the following effect.
_**Can't Hear.**_ You can't hear and automatically fail any ability check that requires hearing.
## Disrupted
#condition/new
While you have the Disrupted condition, you experience the following effects.
_**Backlash.**_ Whenever you attempt to cast a spell or maintain Concentration on a spell, you take Psychic damage equal to twice the level of the triggering spell.
_**Chance to Fail.**_ Whenever you cast a spell, you must succeed on a Fortitude saving throw against your own spell save DC, or the spell fails without expending the spell slot. If you Critically Fail this saving throw, the spell slot is expended.
_**Rattled Immunity.**_ If you're immune to the Rattled condition, you're immune to the Disrupted condition.
## Doomed
#condition/new
While you have the Doomed condition, you experience the following effects.
_**Foreboding.**_ The next time you fall Unconscious, you begin with a number of failed death saving throws equal to your stacks of Doomed (maximum 3 stacks).
_**Mortal Peril.**_ If you fall Unconscious while you have 3 stacks of Doomed, you die instantly.
## Downed
#condition/new
You gain the Downed condition and one stack of the Wounded condition when you drop to 0 Hit Points in combat. If the attack that reduced you to 0 Hit Points was a Critical Hit, you gain 2 stacks of the Wounded condition instead. While you have the Downed condition, you experience the following effects.
_**Inert.**_ You have the Incapacitated and Immobilized conditions, you drop whatever you're holding, and you fall Prone.
_**Defenseless.**_ You have the Exposed and Helpless conditions, and your attack rolls have Disadvantage.
_**Barely Conscious.**_ You can speak only falteringly, in no more than a few words audible within 10 feet.
_**Checks and Saves Affected.**_ You have Disadvantage on all ability checks and automatically fail Reflex saving throws.
Before rolling your death saving throw on your turn, you can take one [[desperate-actions|Desperate Action]].
### Desperate Actions
_**Crawl.**_ You crawl up to 5 feet. This movement doesn't provoke Opportunity Attacks. You can't crawl into Difficult Terrain unless you're already in it.
_**Brace.**_ You put up the best defense you can muster. You temporarily lose the Exposed condition until your next turn, and the first attack from within 5 feet that hits you becomes a normal hit instead of a Critical Hit. If you take damage equal to or greater than half your Hit Point maximum, it still counts as a Critical Hit.
_**Shout.**_ You cry out for aid. One ally within 30 feet can immediately move up to half its Speed directly toward you. This movement doesn't provoke Opportunity Attacks.
***Inspire.*** You instill courage into an ally. Choose a creature you can see within 30 ft. You give that ally one Inspiration Die.
You can take up to 3 Desperate Actions. After that, you can spend a failed death saving throw to take a Desperate Action on your turn.
## Exposed
#condition/new
While you have the Exposed condition, you experience the following effect.
_**Attacks Affected.**_ Attack rolls against you have Advantage.
## Frenzied
#condition/new
While you have the Frenzied condition, you experience the following effects.
_**Dangerous.**_ You have the Reckless condition.
_**Cornered.**_ You have the Hastened condition.
_**Chaotic.**_ You have the Confused condition.
## Frightened
#condition/existing
While you have the Frightened condition, you experience the following effects.
_**Ability Checks and Attacks Affected.**_ You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
_**Can't Approach.**_ You can't willingly move closer to the source of fear.
## Frostbite
#condition/new
> [!note] Associations **Damage Type:** Cold
Frostbite stacks up to a maximum of 10, and most sources inflict 2 stacks. While you have the Frostbite condition, you experience the following effects.
_**Speed Reduced.**_ Your Speed is reduced by 5 feet for each stack of Frostbite you have. If this reduction exceeds your Speed, your Speed becomes 0.
_**Reduced Actions.**_ You can't take Bonus Actions.
_**Frostbite Damage.**_ You take Cold damage equal to 1d4 plus the number of Frostbite stacks you have whenever you make a weapon attack or attempt to cast a spell with a Somatic component.
_**Condition Resistance.**_ If you're immune to Cold damage, you're immune to the Frostbite condition. If you're resistant to Cold damage, you have Advantage on saving throws to resist the Frostbite condition.
_**Ending the Condition.**_ By default, you lose 1 stack of Frostbite each turn, and you lose 1 stack each time you take Fire damage. Alternatively, you can lose 2 stacks on your turn if you move more than half your Speed, light a torch, or sit near a campfire or other lit source. You lose all stacks of Frostbite when you gain the Burning condition.
## Frozen
#condition/new
> [!note] Associations **Damage Type:** Cold **Interactions:** Frostbite condition
When you reach 10 stacks of Frostbite, you lose all stacks of Frostbite and gain the Frozen condition. While you have the Frozen condition, you experience the following effects.
_**Stuck.**_ You have the Restrained condition.
_**Helpless.**_ You Helpless against Bludgeoning, Thunder, and Fire damage. When you take damage of any of those types, you lose the Frozen condition.
_**Condition Resistance.**_ If you're immune to Cold damage, you're immune to the Frozen condition. If you're resistant to Cold damage, you have Advantage on saving throws to resist the Frozen condition.
_**Breaking Free.**_ You can attempt a DC 15 Strength (Athletics) check to break free. The condition also ends if you or an ally deals 15 Bludgeoning or Fire damage to the ice.
## Goaded
#condition/new
While you have the Goaded condition, you experience the following effects.
_**Fixated.**_ You have Disadvantage on attack rolls against any creature other than the one that Goaded you. You also have Disadvantage on Investigation and Perception checks to perceive or examine creatures or objects other than the source of your fixation.
_**Enraged.**_ If you can see or hear the enemy that Goaded you within 60 feet, you must end your turn closer to that enemy than you started.
_**Condition Immunities.**_ You're immune to the Charmed, Frightened, and Frenzied conditions.
## Grappled
#condition/revised
While you have the Grappled condition, you experience the following effects.
_**Speed 0.**_ You have the Immobilized condition.
_**Attacks Affected.**_ You 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.
_**Ending a Grapple.**_ A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required).
## Hastened
#condition/new
> [!note] Associations **Spells/Abilities:** _haste_
While you have the Hastened condition, you experience the following effects.
_**Swift.**_ Your Speed is doubled.
_**Evasive.**_ You have a +2 bonus to your Armor Class.
## Helpless
#condition/new
While you have the Helpless condition, you experience the following effect.
_**Automatic Critical Hits.**_ An attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
## Immobilized
#condition/new
While you have the Immobilized condition, you experience the following effects.
_**Speed 0.**_ Your Speed is 0, and you can't benefit from any bonus to your Speed. If you're flying when you become Immobilized, you fall.
_**Saving Throws and Checks Affected.**_ You have Disadvantage on Dexterity-based ability checks and Reflex saving throws.
## Incapacitated
#condition/existing
While you have the Incapacitated condition, you experience the following effects.
_**Inactive.**_ You can't take any action, Bonus Action, or Reaction.
_**No Concentration.**_ Your Concentration is broken.
_**Speechless.**_ You can't speak.
_**Surprised.**_ You have the Surprised condition.
## Invisible
#condition/existing
While you have the Invisible condition, you experience the following effects.
_**Surprise.**_ If you're Invisible when you roll Initiative, you have Advantage on the roll.
_**Concealed.**_ You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Your location can still be detected by any noise it makes or any tracks it leaves.
_**Attacks Affected.**_ Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
## Maimed
#condition/new
While you have the Maimed condition, you experience the following effects.
_**Injured.**_ You have the Bleeding condition.
_**Inhibited.**_ You have the Slowed condition.
## Paralyzed
#condition/revised
While you have the Paralyzed condition, you experience the following effects.
_**Incapacitated.**_ You have the Incapacitated condition.
_**Speed 0.**_ You have the Immobilized condition.
_**Attacks Affected.**_ You have the Exposed condition.
_**Automatic Critical Hits.**_ You have the Helpless condition.
_**Saving Throws Affected.**_ You automatically fail Reflex saving throws.
## Petrified
#condition/revised
While you have the Petrified condition, you experience the following effects.
_**Turned to Inanimate Substance.**_ You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. While in this state, you are unaware of your surroundings.
_**Incapacitated.**_ You have the Incapacitated condition.
_**Speed 0.**_ You have the Immobilized condition.
_**Attacks Affected.**_ You have the Exposed condition.
_**Saving Throws Affected.**_ You automatically fail Reflex saving throws.
_**Resist Damage.**_ You have Resistance to all damage.
_**Poison Immunity.**_ You have Immunity to the Poisoned condition.
## Poisoned
#condition/revised
While you have the Poisoned condition, you experience the following effects.
_**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.
## Prone
#condition/existing
While you have the Prone condition, you experience the following effects.
_**Restricted Movement.**_ Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
_**Attacks Affected.**_ You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
## Rattled
#condition/new
While you have the Rattled condition, you experience the following effects.
_**No Bonus Dice.**_ You can't benefit from Bonus Dice.
_**No Reactions.**_ You can't take Reactions.
_**Dazed Immunity.**_ If you're immune to the Dazed condition, you're immune to the Rattled condition.
## Reckless
#condition/new
While you have the Reckless condition, you experience the following effects.
_**Dangerous.**_ You have Advantage on attack rolls.
_**Foolhardy.**_ Attack rolls against you have Advantage.
## Restrained
#condition/revised
While you have the Restrained condition, you experience the following effects.
_**Speed 0.**_ You have the Immobilized condition.
_**Attacks Affected.**_ You have the Exposed condition, and your attack rolls have Disadvantage.
_**Spellcasting Affected.**_ You can't cast spells that have a Somatic component.
## Shocked
#condition/new
> [!note] Associations **Damage Type:** Lightning
When you gain the Shocked condition, you immediately drop one item you're holding into a random space within 5 feet of you (roll 1d8 to determine the direction). While you have the Shocked condition, you experience the following effects.
_**Rattled.**_ You have the Rattled condition.
_**Saving Throws and Checks Affected.**_ You have Disadvantage on Dexterity-based ability checks and Reflex saving throws.
_**Fumbling.**_ You must take an action to draw, stow, or pick up an object.
## Silenced
#condition/new
While you have the Silenced condition, you experience the following effects.
_**Speechless.**_ You can't speak.
_**Spellcasting Affected.**_ Spells that require a Verbal component automatically fail.
## Slowed
#condition/new
While you have the Slowed condition, you experience the following effects.
_**Speed Halved.**_ Your Speed is halved.
_**Lowered Defenses.**_ You take a -2 penalty to your Armor Class.
## Stupefied
#condition/new
> [!note] Associations **Damage Type:** Psychic
While you have the Stupefied condition, your thoughts and instincts are clouded, and you experience the following effects.
_**Mind Clouded.**_ You have Disadvantage on Intelligence, Wisdom, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell save DCs, and skill checks that use those ability scores.
_**Limited Casting.**_ You can take the Magic action only to cast a cantrip with a casting time of 1 action.
_**Concentration Affected.**_ You have Disadvantage on Fortitude saving throws to maintain Concentration on spells.
## Surprised
#condition/revised
While you have the Surprised condition, you experience the following effects.
_**Caught Off Guard.**_ You have Disadvantage on Initiative rolls.
_**Rattled.**_ You have the Rattled condition until the end of the first round of combat.
## Unconscious
#condition/revised
While you have the Unconscious condition, you experience the following effects.
_**Inert.**_ You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
_**Speed 0.**_ You have the Immobilized condition.
_**Attacks Affected.**_ You have the Exposed condition.
_**Automatic Critical Hits.**_ You have the Helpless condition.
_**Saving Throws Affected.**_ You automatically fail Reflex saving throws.
_**Unaware.**_ You're unaware of your surroundings.
## Weakened
#condition/new
While you have the Weakened condition, you experience the following effect.
_**Feeble.**_ You deal half damage with all your attacks.
## Wet
#condition/new
When you gain the Wet condition, you lose the Burning and Corroded conditions, if you have them. The Wet condition lasts for 10 rounds or until you move your full Speed in a single turn; gaining the condition again refreshes its duration to 10 rounds. While you have the Wet condition, you experience the following effects.
_**Fireproof.**_ Your susceptibility to Fire damage decreases by one tier (Vulnerable → Susceptible → Neutral → Resistant → Immune).
_**Resistance Affected.**_ Your susceptibility to Lightning and Cold damage increases by one tier (Immune → Resistant → Neutral → Susceptible → Vulnerable).
_**Conductor.**_ Attack rolls that deal Lightning damage have Advantage against you, and you have Disadvantage on saving throws to resist Lightning or its effects.
_**Hypothermia.**_ When you would gain stacks of the Frostbite condition, you instead gain double that number of stacks.
_**Ending the Condition.**_ The condition ends when you dry off, such as through a spell like _prestidigitation_ or as part of a Short Rest or Long Rest.
## Withered
#condition/new
> [!note] Associations **Damage Type:** Necrotic
While you have the Withered condition, you experience the following effects.
_**Halved Healing.**_ Healing you receive is halved.
_**Reduced Vitality.**_ Your Hit Point maximum is reduced by an amount equal to the Necrotic damage that inflicted this condition on you.
_**Saving Throws Affected.**_ You have Disadvantage on Fortitude and Will saving throws.
## Wounded
^436213
#condition/new
You gain one stack of the Wounded condition when you reach 0 Hit Points. Wounded stacks up to a maximum of 5, and you gain additional stacks depending on the result of your death saving throws (the base DC of a death saving throw is 10).
|Death Save Result|Outcome|
|---|---|
|20 (Critical Success)|Lose 1 stack of Wounded; the DC decreases by 2.|
|10-19 (Success)|No change.|
|2-9 (Failure)|Gain 1 stack of Wounded.|
|1 (Critical Failure)|Gain 2 stacks of Wounded; the DC increases by 2.|
When you regain Hit Points or are stabilized, your current stacks of Wounded linger. If you go down in combat again, upon reaching 0 Hit Points your stacks of Wounded are converted to failed death saving throws at a 2:1 rate, and then you gain +1 stack from reaching 0 Hit Points (or +2 if it was a Critical Hit).
- When you are stabilized or regain 1 or more Hit Points, 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.
_**Ending the Condition.**_ You remove this condition by healing to full Hit Points and completing a Short Rest, or by completing a Long Rest. Alternatively, certain spells and effects remove stacks of this condition: the _spare the dying_ cantrip removes 1 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 Hit Points. An enemy attacks him and hits him for 7 damage, reducing him to 0 Hit Points. Upon reaching 0 Hit Points, he gains the Downed condition and +1 stack of the Wounded condition. _Current Wounded count:_ 1
#### Turn 2
Bob's turn comes up, and 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, and 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. His death save count is 2 successes, 2 fails. _Current Wounded count:_ 3
#### Turn 6
Somehow, Bob's teammates have not revived 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 has his 3 stacks of Wounded converted to _exhaustion_,[^1] resulting in:
- 1 level of Fatigue
- 1 level of Strife
- 1 stack of Wounded
**If Bob regains consciousness and rejoins the fight.** Bob has 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 Hit Points 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.