Conditions

A list of the miscellaneous conditions, both good and bad, that a creature can obtain.

AblazeAblaze BerserkBerserk BlindBlind
BrittleBrittle CharmCharm ClumsyClumsy
ConfusionConfusion DeafDeaf DiseaseDisease
DoomedDoomed EnfeebledEnfeebled EnlargeEnlarge
ExhaustionExhaustion FearFear GrappledGrappled
HasteHaste ImmuneImmune IncapacitatedIncapacitated
Instant KOInstant KO InvisibleInvisible MiniMini
OilOil ParalysisParalysis PetrificationPetrification
PoisonPoison ProneProne ProtectProtect
ReflectReflect RegenRegen ReraiseReraise
RestrainRestrain SapSap ShellShell
SickenedSickened SilenceSilence SleepSleep
SlowSlow StopStop StunStun
StupefiedStupefied UnconsciousUnconscious VulnerabilityVulnerability

AblazeAblaze

BerserkBerserk

BlindBlind

BrittleBrittle

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.

    CharmCharm

    ClumsyClumsy

    Your movements become clumsy and inexact. You have Disadvantage on all Dexterity-based ability checks, saving throws, and attack rolls.

    ConfusionConfusion

    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.

    DeafDeaf

    A Deafened creature can't hear and automatically fails any ability check that requires hearing.

    DiseaseDisease

    DoomedDoomed

    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.

    EnfeebledEnfeebled

    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.

    EnlargeEnlarge

    ExhaustionExhaustion

    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.

    FearFear

    GrappledGrappled

    HasteHaste

    ImmuneImmune

    A creature under the effects of Immune takes no damage (they are still affected by conditions).

    IncapacitatedIncapacitated

    An Incapacitated creature can't take actions or reactions.

    Instant KOInstant KO

    A creature that is subjected to an Instant KO effect has its HP reduced to 0 and is Doomed 1.

    InvisibleInvisible

    MiniMini

    OilOil

    ParalysisParalysis

    PetrificationPetrification

    PoisonPoison

    A Poisoned creature has Disadvantage on all Attack Rolls and Ability Checks.

    ProneProne

    ProtectProtect

    A creature under the effects of Protect has a +2 bonus to its AC.

    ReflectReflect

    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).

    RegenRegen

    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.

    ReraiseReraise

    RestrainRestrain

    SapSap

    ShellShell

    SickenedSickened

    SilenceSilence

    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.

    SleepSleep

    SlowSlow

    StopStop

    StunStun

    StupefiedStupefied

    Your thoughts and instincts are clouded.

    UnconsciousUnconscious

    VulnerabilityVulnerability

    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.