Drakkenheim Conditions
Addled
You have Disadvantage on Intelligence, Wisdom, and Charis ma attacks rolls, ability checks, and saving throws.
Bewildered
You can’t cast spells, except for cantrips with a casting time of 1 action.
Bleeding (X)
You’re losing blood to an open wound.
- Ongoing Damage. At the end of each of your turns, you lose Hit Points. The number of Hit Points lost is indicated by the condition, such as “Bleeding 2d4.”
- Regaining Hit Points. The condition ends if you regain any Hit Points.
- Medical Treatment. You or another creature within 5 feet of you can spend an action and use a medicine kit to staunch the bleeding (no check required), ending the condition.
Burning (X)
You’re on fire or covered in acid:
- Ongoing Damage. At the end of each of your turns, you take damage. The damage type and amount are indicated by the condition, such as “Burning (4d6 Fire)” or “Burning (2d4 Acid).”
- Ending the Condition. The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as being submerged in water).
Bloodied
You’re wounded. A creature is Bloodied while it has half its Hit Points or fewer remaining.
Clumsy
You have Disadvantage on Dexterity attack rolls, ability checks, and saving throws.
Dazed
You can move or take an action on your turn, not both. You can’t take Bonus Actions.
Defenseless
Attack rolls against you have Advantage.
Distracted or “Unreactive”
You can’t take Reactions.
Drakkenheim Madness
A character with Drakkenheim Madness gains one of the following traits:
- “I wish I didn’t have all these useless organs inside me.”
- “The contamination is a blessing which will transform me into a wondrous creature.”
- “The monsters are civilians trying to live a peaceful life! We need to protect them!”
- “I must wear a flesh-coat made from my slain enemies to gain their strength!”
- “My companions died in the ruins. I’m sorry friends, you are merely ghosts haunting me, you aren’t real. Stop trying to talk to other people.”
- “I need to eat everything I can find. It’s probably going to be my last meal.”
- “Drakkenheim is so beautiful at night. I could spend forever wandering the streets by moonlight. We should go tonight! Let’s go every night!”
- “Don’t you fools get it?! If you die in Drakkenheim, you die IN REAL LIFE!!!!”
- “A sinister cabal of disembodied hands is plotting against me.”
- “I must go into the ruins and kill. Rip and tear, until it is done.”
Enfeebled
You have Disadvantage on Strength attack rolls, ability checks, and saving throws.
Entangled (DC X)
You’re ensnared by vines or ropes.
- You’re Immobilized and Defenseless.
- You or another creature can use an action to slip free. To do so, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the condition ends. This condition also ends on you if take 10 Fire or Slashing damage.
- The DC is indicated by the condition, such as Entangled (DC 15).
Frozen X
You’re partially encased in ice:
- You’re Immobilized and Defenseless.
- You’re Helpless against attacks made with a weapon that deals Bludgeoning damage.
- You or another creature use an action to break the ice away. To do so, you must succeed on a Strength (Athletics) check. On a successful check, the condition ends. The DC is indi cated by the condition, such as Frozen (DC 15).
- This condition ends on you if you take 20 Bludgeoning or Fire damage.
Helpless
Any attack that hits you is a Critical Hit.
Immobilized
- Your Speed becomes zero, and you can’t benefit from any bonuses to your Speed.
- If you’re flying when you become Immobilized, you fall.
Jinxed (X)
Roll the die indicated by the condition, such as “Jinxed 1d4” each time you make an attack roll or saving throw. Subtract the value on the die from the result.
Sickened
You have Disadvantage on Constitution saving throws.
Shocked
- You’re Dazed and Defenseless.
- You drop whatever you’re holding in your hands.
- You must spend an action to draw, stow, or pick up an object.
Slowed
Your Speed is halved.
Staggered
You can’t make more than one weapon attack during your turn, regardless of your class features, spells, or magic items.
Valor (X)
Add 1d4 to your attack rolls and saving throws.
Weakened
You deal half damage with weapon attacks and spells.
Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
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 to interact socially with the creature.
Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
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 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 thunderwave spell.
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 creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet 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.
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity 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 attack rolls and ability checks.
Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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 creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Stunned
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
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 Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

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