A creature that has been set Ablaze takes 1d8 FIRE damage at the start of each of its turns.
While a creature is Ablaze, itself or an ally within 2m can use an action to make a DC 10 DEX ability check, extinguishing the flames on a successful check.
If the creature takes WATER damage or submerges itself in water, it is no longer Ablaze.
Berserk
A Berserk creature's actions are limited to the following:
If a hostile creature is within its reach, or could be within reach after using its movement, it must use the Attack action, and must make melee weapon attacks.
If no hostile creature is within its reach, but is within sight, it must use the Dash action and use its movement to reach that creature if possible.
If there is no hostile creature in sight, then it wastes its action doing nothing.
It can only use it's reaction to make an Attack of Opportunity.
Any melee weapon attack roll made by this creature using STR, and any attack rolls made against this creature have Advantage.
This creature has Advantage on STR saving throws, and Disadvantage on DEX saving throws.
This creature has Disadvantage on all ability checks that use INT, WIS, or CHA.
Any attacks made by this creature using STR have their damage increased by 2.
Blind
A Blinded creature can't see and automatically fails any ability check that requires sight.
All attack rolls against this creature have Advantage and this creature's attack rolls have Disadvantage.
Brittle
Some abilities and environmental hazards related to cold temperatures, can lead to a special condition called Brittle. Brittle is measured in four levels. An effect can give a creature one or more levels of brittle, as specified in the effect's description. When applying a new level of Brittle, the total duration is set to the longest one.
Level
Effect
1
Speed is reduced by 4m.
2
Speed is halved and it cannot use reactions.
3
The creature is Slowed.
4
The creature is Incapacitated, can't move, and can speak only falteringly.
The creature automatically fails STR and DEX saving throws.
Attack rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit.
If the creature takes damage, then its brittle level is reduced by 1 at the end of that turn.
If a creature takes FIRE damage, it reduces its Brittle level by 1. A creature suffers the effect of only its current level of brittle.
Charm
A Charmed creature can't attack the Charmer or target the Charmer with harmful abilities or magickal effects; it views the Charmer as a friend.
The Charmer has Advantage on any ability check to interact socially with the creature.
Clumsy
Your movements become clumsy and inexact. You have Disadvantage on all Dexterity-based ability checks, saving throws, and attack rolls.
Confusion
At the beginning of its turn, a Confused creature must roll a d10, with the following effects happening to it depending on its roll:
Roll
Effect
1-2
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each result. The creature doesn't take an action.
3-5
The creature doesn't move or take actions this turn.
6-8
The creature uses its action to make a weapon attack against a random creature within its reach. If there is no creature within range, the creature does nothing this turn.
9-10
The creature can act and move normally.
Deaf
A Deafened creature can't hear and automatically fails any ability check that requires hearing.
Disease
The extra effects on a Diseased creature can vary from disease to disease. Typical effects include reduction of stats, reduced speed, etc.
Any reduction in a Diseased creature's HP results in a temporary reduction of its max HP by half of that amount. This reduction does not go away until the target takes a long rest.
Doomed
A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The maximum number of Death Saving Throws you require to die is reduced by that value. If this maximum is reduced to –1, you instantly die. When you die, you're no longer Doomed. Your Doomed value decreases by 1 each time you complete a long rest.
Enfeebled
You're physically weakened. You have Disadvantage on all Strength-based ability checks and saving throws, and you only deal half damage with weapon attacks that use Strength.
Enlarge
A creature under the effects of Enlarge has its size category increased by 1.
The target's size doubles in all dimensions, and its weight is multiplied by eight.
If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
The target also has Advantage on STR Checks and STR saving throws.
The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 1d4 extra damage.
Everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long—term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.
Exhaustion is measured in 6 levels, and for each level of Exhaustion a creature has, they gain a –2 penalty to attack rolls, saving throws, ability checks, AC, and any save DC they apply; as well as taking a –2m penalty to its Speed. When a creature has 6 levels of Exhaustion, it dies.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
Fear
A Frightened creature has Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
This creature cannot willingly move closer to the source of its fear.
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 (see the condition).
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 Gravity spell.
Haste
A Hasted creature's speed is doubled.
The creature gains a +2 bonus to AC.
The creature has advantage on DEX saving throws
The creature gains an additional action on each of its turns. That action can be used only take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Immune
A creature under the effects of Immune takes no damage (they are still affected by conditions).
Incapacitated
An Incapacitated creature can't take actions or reactions.
Instant KO
A creature that is subjected to an Instant KO effect has its HP reduced to 0 and is Doomed 1.
Invisible
While a creature in Invisible, it cannot be detected by non-magickal means.
Attack Rolls against this creature have Disadvantage, and this creature's Attack Rolls have Advantage.
Mini
A creature under the effects of Mini has its size category reduced by 1.
The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal.
The target also has Disadvantage on STR Checks and STR saving throws.
The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Oil
An Oiled creature must make a DEX (Acrobatics) ability check the first time it attempts to move while contacting the ground on a turn, with a DC of 10. If it tries to Dash, it makes the check with Disadvantage. If it fails, then it falls Prone.
If this creature takes any FIRE damage, it loses the Oiled status and takes twice as much FIRE damage.
Paralysis
A Paralysed creature is Incapacitated and can't move or speak. However, your senses and mind still function, so you are still able to use the Recall Knowledge action, or any action that requires only the use of your mind (as determined by the GM).
The creature automatically fails STR and DEX saving throws.
Attack rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 4m of the creature.
Petrification
A Petrified creature is transformed, along with any nonmagickal object it is wearing or carrying, into 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 STR and DEX 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.
Poison
A Poisoned creature has Disadvantage on all Attack Rolls and Ability Checks.
Prone
When Prone, a creature's only movement option is to crawl, unless it stands up (costing half of its maximum speed), thereby ending the condition.
The creature has Disadvantage on Attack Rolls.
An Attack Roll against the creature has Advantage if the attacker is within 4m of the creature, otherwise, the Attack Roll has Disadvantage.
Protect
A creature under the effects of Protect has a +2 bonus to its AC.
Reflect
A creature under the effects of Reflect has the opportunity to negate spells and magickal effects used on them, reflecting them towards other targets.
When the creature is affected by a spell of 7th-Level or lower, it can choose to roll a d20, adding its proficiency bonus. If it beats the DC of 10 + the spell's level, it is unaffected by the spell.
Then, it can fire a beam of arcane energy against a target within 40m. It makes a ranged spell attack using the spellcaster's spell attack modifier, dealing 5d6 damage of the corresponding type (default ARCANE), and inflicts any other conditions and effects based on the spell as if they failed all of the Saving Throws (for example, reflecting the Poison spell would inflict the target with the Poisoned condition).
Regen
A creature under the effects of Regen regains HP equal to its CR (or half of its Level rounded up if it doesn't have a CR) at the end of each of its turns while this is in effect. This effect doesn't take place if the creature is at 0 HP and unstable.
Reraise
A creature under the effects of Reraise has Advantage on Saving Throws against effects that inflict Instant KO.
The first time the target would drop to 0 HP as a result of taking damage, the target instead drops to 1 HP, and the effect ends.
The first time the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect brings the target to 1 HP, and this effect ends.
Restrain
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 DEX saving throws.
Sap
A creature that is Sapped makes a CON saving throw (DC 15) at the end of its turn. On a failed save, it takes Xd6 unaspected damage, where X is the amount of stacks of Sap that they have (X has a maximum of 10 stacks). On a successful save, they lose half as much health.
A creature that is afflicted by Sap while they are already afflicted by it not only increases its Sap stack, but also refreshes the duration.
When a creature is affected by Sap, itself or an ally within 2m can use an action to perform a WIS (Medicine) check with a DC of 10 + the amount of stacks of Sap. On a successful check, they remove 3 stacks of the Sap condition.
Shell
A creature under the effects of Shell has a +2 bonus to all of its Saving Throws against magickal effects.
If a creature saves against any magickal effect that would cause them to take half damage, they take no damage instead.
Sickened
You have Disadvantage on all of your ability checks.
You cannot willingly ingest anything, including potions.
Any healing you receive is halved.
You can spend an action, or your movement and bonus action retching in an attempt to recover, which lets you immediately attempt a Constitution saving throw against the DC of the effect that made you sickened.
Silence
While a creature is Silenced, it cannot speak, and automatically fails any ability check, spell, or skill that requires the use of words or sounds, and it cannot concentrate.
Sleep
While a creature is Asleep, it is Unconscious, causing the following to happen:
It is Incapacitated, it can't move or speak, and is unaware of its surroundings.
The creature drops whatever it's holding and falls Prone.
This creature automatically fails STR and DEX saving throws.
Attack rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 4m of the creature.
Furthermore, if the creature takes damage, it wakes up from its sleep.
Any creature can use an action to shake a creature within 2m who's asleep, thus ending the condition.
Slow
A Slowed creature's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions.
On its turn, it can use either an action or a bonus action, not both.
Regardless of the creature's abilities or magick items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Stop
A Stopped creature is Incapacitated, can't move or speak, and is unaware of its surroundings.
The creature cannot be moved and is immune to all damage and effects (except for Dispel).
The creature appears semi-translucent and radiates arcane energy.
All effects and ageing on the creature are suspended while the creature is Stopped.
Stun
A Stunned creature is Incapacitated, can't move, and can speak only falteringly.
The creature automatically fails STR and DEX saving throws.
Attack rolls against the creature have Advantage.
Stupefied
Your thoughts and instincts are clouded.
Stupefied always includes a value.
You receive a penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based ability checks, saving throws, and DCs.
Any time you attempt to cast a spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value (you do not consume a spell slot).
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 STR and DEX saving throws.
Attack rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 4m of the creature.
Vulnerability
Some abilities, especially those from the Trickster class, can apply a condition called Vulnerability. Most of the effects of Vulnerability are imperceptible to a creature affected by it. Vulnerability is measured in four levels. An effect can give a creature one or more levels of Vulnerability, as specified in the effect's description.
Whenever a creature that is Vulnerable takes damage, any creature who contributed to the application of this instance of Vulnerability can choose to trigger it, consuming the condition. This might be represented by the creature calling out how to perform the strike, or through a lasting effect that the creature left as it applied the Vulnerability. A creature who applied a stack of Vulnerability cannot trigger it on the same turn that it was applied.
Level
Effect
1
The creature takes 1 extra damage.
2
The creature takes 10 extra damage.
3
The creature's AC is reduced by 2 for 1 minute. A creature can make a DC 15 WIS Saving Throw at the end of each of its turns to try to remove this effect.
4
The creature must succeed on a CON saving throw (DC = half of the damage taken rounded down, or 15; whichever is higher), or else be Stunned until the end of your next turn.
After the Vulnerability is triggered, the creature suffers the effect of its current level of Vulnerability as well as all lower levels. For example, a creature suffering level 2 Vulnerability takes 11 extra damage when it is triggered.
An effect that removes Vulnerability reduces its level as specified in the effect's description, with all Vulnerability effects ending if a creature's Vulnerability level is reduced below 1.