Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a creature’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 that does not have levels on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse.
Table of contents
Conditions
The following definitions specify what happens to a creature while it is subjected to a condition.
Bleeding
Bleeding always includes a level. If a bleeding creature suffers another effect that causes bleeding, its current bleeding level increases by the amount specified in the effect’s description.
At the end of each of its turns, a bleeding creature must make a Fortitude saving throw. The Difficulty is 11 + the bleeding level. On a success, the bleeding level is reduced by 1. After making the saving throw, the creature loses 1d6 health for each bleeding level.
A creature can staunch the bleeding using the Medicine skill.
The bleeding level is reduced by 1 for every 25% of its maximum health that the creature regains.
The condition ends if a bleeding creature is restored to full health.
Blinded
Burning
Burning always includes a level. If a burning creature or object suffers another effect that causes burning, its current burning level increases by the amount specified in the effect’s description.
A burning creature or object sheds bright light in a 2-meter radius and dim light for an additional 3 meters. If the burning level is 5 or more, the radiuses are doubled.
At the end of each of its turns, a burning creature must make a Fortitude saving throw. The Difficulty is 11 + the burning level. On a success, the burning level is reduced by 1. After making the saving throw, the creature takes 1d6 fire damage for each burning level.
At the end of each round, a burning object takes 1d6 fire damage for each burning level.
A creature can smother the flames on itself using the Nimbleness skill and on others using the Sleight of hand skill.
The condition ends if the flames are extinguished such as oxygen being removed from the surrounding area, a burning creature or object becomes wet, a burning creature or object being covered in a substance such as 4 liters of sand, or due to a similar event (at the GM’s discretion).
Charmed
Confused
d10 | Behavior |
---|---|
1 | The creature must move as far as its speed allows in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t use any actions this turn. |
2–6 | The creature doesn’t move or use any actions this turn. |
7–8 | The creature uses its actions to make melee attacks made against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9–10 | The creature can act and move normally. |
A confused creature is flat-footed.
A confused creature can’t take reactions, the Delay action, or Ready action.
On its turn, the creature must roll a d10 on each of its turns to determine its behavior for that turn.
Corroded
Corroded always includes a level. If a corroded creature or object suffers another effect that causes it to be corroded, its current corroded level increases by the amount specified in the effect’s description.
A corroded armor suffers a penalty to Defense and its Soak equal to the corroded level. The armor is destroyed if its permanent corroded level reduces its Defense to 10 or less.
A corroded weapon suffers a penalty to attacks and damage rolls equal to the corroded level. The weapon is destroyed if its permanent corroded level reaches 5.
Deafened
Diseased
A diseased creature has disadvantage on skill checks.
All diseases have additional effects while a creature is diseased.
Dying
Dying always includes a level. If it ever reaches dying 4, the dying creature dies.
A dying creature is unconscious.
Whenever a dying creature starts its turn, it must make a special saving throw, called a death saving throw, to determine whether it creeps closer to death or hangs onto life. The dying creature rolls 2d10 and consults the table for the results. Unlike other saving throws, this one isn’t tied to any ability. If the dying condition is reduced to 0, the creature no longer makes these saving throws, but is still dying until it regains at least 1 health. If the creature is still dying after 1d4 hours, it regains 1 health.
If the dying creature takes damage, the dying condition increases by 1. If the damage is from a critical hit, the dying condition increases by 2. If the damage equals or exceeds the creature’s maximum health, it suffers instant death.
If the dying creature regains any health, it becomes wounded 1 and is no longer dying, but it is incapacitated until the end of its next turn.
Exhausted
Level | Effect |
---|---|
1 | −1 on skill checks, saving throws, and your save difficulties. |
2 | −1 on skill checks, saving throws, and your save difficulties (−2 total) and slowed 1. |
3 | −1 on skill checks, saving throws, and your save difficulties (−3 total) and slowed 2. |
4 | −1 on skill checks, saving throws, and your save difficulties (−4 total) and slowed 3. |
5 | −1 on skill checks, saving throws, and your save difficulties (−5 total) and slowed 4. |
6 | Death. |
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to being exhausted. Being exhausted is measured in six levels. An effect can give a creature one or more exhausted level, as specified in the effect’s description.
If an already exhausted creature suffers another effect that causes it to become exhausted, its current exhausted level increases by the amount specified in the effect’s description.
A creature suffers the effect of its current exhausted level of as well as all lower levels. For example, a creature suffering exhausted level 3 has disadvantage on skill checks and is slowed 2.
An effect that removes exhausted reduces its level as specified in the effect’s description, with all exhausted effects ending if a creature’s exhausted level is reduced below 1.
Finishing a long rest reduces a creature’s exhausted level by 1, provided that the creature has also ingested some food and drink.
Flat-footed
You’re distracted or otherwise unable to focus your full attention on defense and avoidance.
A flat-footed creature has a −2 penalty to Defense and Reflex saving throws.
Frightened
A frightened creature has disadvantage on skill checks while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
Grappled
A grappled creature is immobilized and flat-footed.
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.
Greased
A creature or object becomes greased if they are covered in 4 or more liters of grease.
The creature or object has disadvantage on saving throws against fire damage.
A burning creature or object that becomes greased takes 1d6 fire damage.
The creature has advantage on Brawn checks to break free, Brawn checks to push through, Nimbleness checks to escape, Nimbleness checks to squeeze.
The creature has disadvantage on Athletics checks to climb, Brawn checks to grapple, Brawn checks to hang on, Brawn or Nimbleness checks to avoid being tripped, Nimbleness checks to balance, Nimbleness checks to grab edge.
Greased lasts for 2 hours. The time is reduced if the grease is affected by a substance such as sand or water and soap.
Hasted
Level | Effect |
---|---|
1 | +1 meter speed and it gains a +1 bonus to Defense and Reflex saving throws. |
2 | +1 meter speed (+2 total) and it can use an additional action on each of its turns. That action can only be used to make a Brawn or Stealth check or to use the Dash, Disengage, or Use an Object action. |
3 | +1 meter speed (+3 total) and it gains a +1 bonus to Defense and Reflex saving throws (+2 total). |
4 | +1 meters speed (+4 total) or speed doubled¹ (whichever is higher) and it can use the additional action to use the Attack (one weapon attack only) action. |
¹ replaces all previous speed increases.
Haste is measured in four levels. An effect can give a creature one or more hasted level, as specified in the effect’s description.
If an already hasted creature comes under another effect that causes haste, its current hasted level increases by the amount specified in the effect’s description.
A creature gains the benefits of its current hasted level as well as all lower levels.
An effect that removes hasted reduces its level as specified in the effect’s description, with all haste effects ending if a creature’s haste level is reduced below 1.
If a creature is slowed while under the hasted condition, reduce their hasted level by the slowed level. If there are any levels of slow remaining they become slowed to that level.
Hidden
A hidden creature’s location is unknown.
Attacks made against a hidden creature have disadvantage and anything that targets “a creature that you can see” cannot target a hidden creature.
When a hidden creature makes an attack, throws a concoction, uses a maneuver, or casts a spell, it gives away its location and is no longer hidden when the attack hits or misses or after the effect occurs.
A hidden creature’s location can be detected by comparing a hidden creature’s Stealth vs a creature’s Perception (via senses such as sight and sound), Streetwise (by tracking), or Wilderness (by tracking). If the check fails by 4 or less, the creature’s general vicinity is known. A hidden creature has disadvantage on its Stealth if:
- it moves more than half its speed
- it makes an attack, throws a concoction, uses a maneuver, or casts a spell and is still hidden
- it makes a noise (such as shouting a warning, knocking over a vase, or stepping on twigs)
- it leaves visible signs of passage (such as a trail of blood or grasses being moved as it moves)
- or similar circumstances
If a hidden creature’s location is known or guessed, a creature can target a location with an attack. If the target isn’t in the location targeted, the attack automatically misses, but the GM typically just says that the attack missed, not whether the guess targeted the correct location.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
Immobilized
An immobilized creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Incapacitated
An incapacitated creature can’t use actions or reactions.
An incapacitated creature loses concentration on a spell.
Invisible
Paralyzed
A paralyzed creature is immobilized, incapacitated, and can’t speak.
Attacks made against the creature have advantage.
The creature automatically fails Reflex saving throws, Strength checks, and Dexterity checks, unless such a check is made to end this condition.
Any attack that hits the creature is a critical hit if the attacker is within 1 meter 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.
A petrified creature is immobilized, incapacitated, can’t speak, and is unaware of its surroundings.
Attacks made against the creature have advantage.
The creature automatically fails Reflex 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 skill checks.
Some poisons have additional effects while a creature is poisoned.
Prone
A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
A prone creature has disadvantage on attacks and Reflex saving throws.
An attack made against the creature has advantage if the attacker makes a melee attack or is within 1 meter of the creature. Otherwise, the attack has disadvantage.
Restrained
A restrained creature is immobilized.
Attacks made against the creature have advantage, and the creature’s attacks have disadvantage.
The creature has disadvantage on Reflex saving throws, Strength checks, and Dexterity checks, unless such a check is made to end this condition.
Slowed
Level | Effect |
---|---|
1 | −1 meter speed¹ and it takes a −1 penalty to Defense and Reflex saving throws. |
2 | −1 meter speed¹ (−2 total) and it can’t take reactions. |
3 | −1 meter speed¹ (−3 total) and it takes a −1 penalty to Defense and Reflex saving throws (−2 total). |
4 | −1 meter speed¹ (−4 total) or speed halved² (whichever is slower) and it can use one less action (minimum 1) on its turns. |
¹ the creature’s speed cannot be reduced below 1 meter. ² replaces all previous speed decreases.
Slow is measured in multiple levels. An effect can give a creature one or more levels of slow, as specified in the effect’s description.
If an already slowed creature suffers another effect that causes slow, its current slowed level increases by the amount specified in the effect’s description.
A creature suffers the effect of its current slowed level as well as all lower levels.
An effect that removes slowed reduces its level as specified in the effect’s description, with all slow effects ending if a creature’s slow level is reduced below 1.
If a creature is hasted while under the slowed condition, reduce their slowed level by the hasted level. If there are any levels of haste remaining they become hasted to that level.
Staggered
A staggered creature can’t take reactions.
On its turn, the creature can can only use one action. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to create a concoction or cast a spell, it rolls 2d10. On an 10 or lower, the concoction or spell doesn’t take effect until the creature’s next turn, and the creature must use the action specified by the concoction or spell on that turn to complete the concoction or spell. If it can’t, the concoction or spell is wasted.
Stunned
A stunned creature is immobilized, incapacitated, and can speak only falteringly.
Attacks made against the creature have advantage.
The creature automatically fails Reflex saving throws.
Unconscious
An unconscious creature is immobilized, incapacitated, can’t speak, and is unaware of its surroundings.
The creature drops whatever it’s holding and falls prone.
Attacks made against the creature have advantage.
The creature automatically fails Reflex saving throws.
Any attack that hits the creature is a critical hit if the attacker is within 1 meter of the creature.
Wet
A creature or object becomes wet if they are covered in 4 or more liters of water.
A burning creature or object that becomes wet is no longer burning. This includes exposed flames.
The creature or object has resistance to fire damage. If it takes fire damage, it is no longer wet.
The creature or object has disadvantage on saving throws against cold and lightning damage.
Wounded
Wounded is measured in levels. An effect can give a creature one or more levels of wounded, as specified in the effect’s description.
If an already wounded creature comes under another effect that causes wounded, its current wounded level increases by the amount specified in the effect’s description.