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Dazed

Description

  • 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.