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Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, an Aethyrflame Feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The table below specifies what happens to a creature while it is subjected to a condition.

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… more
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… more
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- The creature’s movement speed is reduced to 0 and has disadvantage on Dexterity Saving Throws.- This condition ends if the creature regains hit points or a… more
Wounded- The creature takes an additional 1d4 Vitality damage whenever it takes damage.- This condition ends if the creature regains hit points or a creature uses an… more
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… more
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… more
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… more
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… more
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… more
Shocked- The creature cannot take reactions.- The creature has disadvantage on Dexterity checks.- If a creature gains this condition while already shocked they must… more
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… more
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… more
Withering- The creature cannot be healed.- The creature has disadvantage on death saving throws.- This condition ends if a creature uses an action to administer… more
Off Balance- The creature has disadvantage on Strength and Dexterity checks and attacks against the creature have advantage.- This condition ends if another creature… more
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… more
Paralyzed- A paralyzed creature is Incapacitated and can't move or speak.- The creature automatically fails Strength and Dexterity saving throws. Attack rolls against… more
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… more
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… more
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… more
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… more
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… more
Stunned- A stunned creature is Incapacitated, can't move, and can speak only falteringly.- The creature automatically fails Strength and Dexterity saving throws.-… more
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… more
ConcentratingSome 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… more
EncumberedIf 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… more
OverburdenedIf you carry weight exceeding your maximum carrying capacity (15×STR), you are considered overburdened. Overburdened creatures are Restrained.
SuffocatingA 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… more
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… more
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… more
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… more
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… more
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.-… more

Browse all Conditions