Conditions
| Blinded | - A blinded creature can't see, automatically fails any ability check that requires sight, and cannot use any reaction that requires sight (such as opportunity attacks or counter-magic). - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. |
| Charmed | - A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - The charmer has advantage on any ability check to interact socially with the creature. |
| Deafened | - A deafened creature can't hear and automatically fails any ability check that requires hearing. |
| Exhaustion 1 | - Disadvantage on ability checks |
| Exhaustion 2 | - Speed halved |
| Exhaustion 3 | - Disadvantage on attack rolls and saving throws |
| Exhaustion 4 | - Hit point maximum halved |
| Exhaustion 5 | - Speed reduced to 0 |
| Maimed | |
| Wounded | |
| Weakened | - The creature has disadvantage on attack rolls and drops their weapon if if they miss a target with an attack. A weakened creature cannot make more attacks in their turn after they drop a weapon. - This condition ends if the creature ends their turn without making any attacks that turn. |
| Bleeding | - The creature takes 1d4 Vitality damage at the start of its turn and has disadvantage on Constitution Saving Throws. - This condition ends if the creature regains hit points or a creature takes an action to staunch the wound. |
| Frightened | - A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - The creature can't willingly move closer to the source of its fear. |
| Inflamed | - The creature takes 1d6 fire damage at the start of its turn and flammable, non-magical items they are wearing gain Worn -1. - If another creature grapples, carries, or deals damage with an unarmed strike to the flaming creature the other creature takes 1d6 fire damage. - This condition ends if a creature uses an action to pat the flames out, the flaming creature is hit by strong wind, the flaming creature is doused in non-flammable material, or the flaming creature enters a space without oxygen. The flaming creature may also drop prone and expend 20 feet of movement to smother the flames to end this condition. |
| Chilled | - The creature’s movement speed is reduced by 10. - This condition can stack. - If the creature’s movement speed is reduced to 0 by this condition, they are Incapacitated and Suffocating. - This condition ends if the creature takes fire or radiant damage or they end their turn in a space warmer than freezing. Only 1 stack of this condition is lost per turn. |
| Shocked | - The creature cannot take reactions. - The creature has disadvantage on Dexterity checks. - If a creature gains this condition while already shocked they must succeed a DC 15 Constitution Saving Throw or become Dazed. |
| Melting | - The creature takes 1d4 acid damage at the start of its turn and non-magical items they are wearing gain Worn -1. - This condition ends if a creature uses an actions to clear the corrosive material away or the melting creature is doused with water. |
| Grappled | - A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - The condition ends if the grappler is Incapacitated. - The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave spell. |
| Withering | |
| Off Balance | - The creature has disadvantage on Strength and Dexterity checks and attacks against the creature have advantage. - This condition ends if another creature provides the off balanced creature Help or when the off balance creature ends their turn without taking any movement. |
| Incapacitated | - An incapacitated creature can't take actions or reactions. |
| Invisible | - An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. |
| Paralyzed | - A paralyzed creature is Incapacitated and can't move or speak. - The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |
| Petrified | - A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - The creature is Incapacitated, can't move or speak, and is unaware of its surroundings. - Attack rolls against the creature have advantage. - The creature automatically fails Strength and Dexterity saving throws. - The creature has resistance to all damage. - The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. |
| Poisoned | - A poisoned creature has disadvantage on attack rolls and ability checks. |
| Crouched | - A crouched creature’s speed is halved and can occupy a space large enough for a creature one size smaller than it until it stands with 5 feet of movement and thereby ends this condition. - The creature has disadvantage on attack rolls and Dexterity Saving throws. - The creature benefits from half cover as though it were three-quarters cover and three-quarters cover as though it were total cover. |
| Prone | - A prone creature's only movement option is to crawl, unless it stands up by using half of its movement and thereby ends the condition. - The creature has disadvantage on attack rolls. - An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. - Any cover the creature has is elevated to total cover. |
| Restrained | - A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - The creature has disadvantage on Dexterity saving throws. |
| Dazed | - A dazed creature’s speed is halved and they have disadvantage on ability checks and Dexterity saving throws. - The creature can only take an action or a bonus action on their turn, not both. - The creature can only make one attack with an Attack action. - When they become dazes, the creature loses any active concentration and makes a Constitution saving throw any time they cast a spell with level higher than cantrip (The DC is the same as the DC of the source of the Daze, or 15 if there was none). On a failed save they fail to cast the spell (without expending the spell slot). - If a dazed creature would become dazed again, they must succeed a DC 20 Constitution Saving Throw or become Stunned instead. |
| Stunned | - A stunned creature is Incapacitated, can't move, and can speak only falteringly. - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage. |
| Unconscious | - An unconscious creature is Incapacitated, can't move or speak, and is unaware of its surroundings. - The creature drops whatever it's holding and falls Prone . - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage. - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |
| Concentrating | Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: - Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. - Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. - Being incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. |
| Encumbered | If you carry weight exceeding your encumbrance threshold (10×STR), you are considered encumbered. This means your speed is reduced to 15 feet, and you may have difficulty with certain tasks. |
| Overburdened | If you carry weight exceeding your maximum carrying capacity (15×STR), you are considered overburdened. Overburdened creatures are Restrained. |
| Suffocating | A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. A suffocating creature cannot speak, concentrate on spells, or cast spells with a verbal component. |
| Soul Fray 1 | - This Aethyrsparked soul’s tie to the mortal world has frayed once. Each return from death, and each failed rapid restoration, frays it further. - Rapid restoration (a 1-action effect such as revivify) needs a DC 11 check to bring it back. - A resurrection ritual needs a DC 12 return roll, before contributions lower it. - Soul Fray never ends. See Death and Resurrection. |
| Soul Fray 2 | - This Aethyrsparked soul’s tie to the mortal world has frayed twice. Each return from death, and each failed rapid restoration, frays it further. - Rapid restoration (a 1-action effect such as revivify) needs a DC 12 check to bring it back. - A resurrection ritual needs a DC 14 return roll, before contributions lower it. - Soul Fray never ends. See Death and Resurrection. |
| Soul Fray 3 | - This Aethyrsparked soul’s tie to the mortal world has frayed three times. Each return from death, and each failed rapid restoration, frays it further. - Rapid restoration (a 1-action effect such as revivify) needs a DC 13 check to bring it back. - A resurrection ritual needs a DC 16 return roll, before contributions lower it. - Soul Fray never ends. See Death and Resurrection. |
| Soul Fray 4 | - This Aethyrsparked soul’s tie to the mortal world has frayed four times. Each return from death, and each failed rapid restoration, frays it further. - Rapid restoration (a 1-action effect such as revivify) needs a DC 14 check to bring it back. - A resurrection ritual needs a DC 18 return roll, before contributions lower it. - Soul Fray never ends. See Death and Resurrection. |
| Soul Fray 5 | - This Aethyrsparked soul’s tie to the mortal world has frayed five or more times. Each return from death, and each failed rapid restoration, frays it further. - Rapid restoration (a 1-action effect such as revivify) needs a DC 15 check to bring it back. - A resurrection ritual needs a DC 20 return roll, before contributions lower it. Past 5, keep Soul Fray 5 and note the count: each further point adds 1 to the rapid restoration DC and 2 to the ritual DC. - Soul Fray never ends. See Death and Resurrection. |