Conditions:
New Conditions
A Bleeding creature suffers 1d4 Slashing(necrotic) damage at the start of each of its turns until it regains at least 1 HP. A creature can use its Action to make a DC 10 Medicine Check. Success: It removes the Bleeding condition from itself or another creature it can touch.
A creature below 1/2 its HP maximum is considered Bloodied. A creature below 1/4 its HP maximum is considered Well-Bloodied.
A burning creature has disadvantage on ability checks and concentration checks. At the start of each of its turns, a burning target must succeed on a DC10 DEX saving throw or take 1d4 fire damage. On a success, or if a creature uses an action to extinguish the flames, or if some other effect douses the flames, the condition ends
A Dazed creature has DisADV on Attacks, Checks, and Saves that use Intelligence, Wisdom, or Charisma.
A dazed creature can only do one of the following things on their turn: move, use an action, or use a bonus action.
Dazed *OneD&D (Note we're using HR above)
Limited Activity. You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.
Note, Exhaustion effects your Spell Save DC!
Level |
Effect |
1 |
- -1 penalty on Attacks, Saves, Checks, and DCs.
- Speed is reduced by 5ft.
|
2 |
- -2 penalty on Attacks, Saves, Checks, and DCs.
- Speed is reduced by 10ft.
- Can’t take Reactions
|
3 |
- -3 penalty on Attacks, Saves, Checks, and DCs.
- Speed is reduced by 15ft.
- Can’t take Reactions
- Can only take an Action or Bonus Action (your choice), not both
|
4 |
- -4 penalty on Attacks, Saves, Checks, and DCs.
- Speed is reduced by 20ft.
- Can’t take Reactions
- Can only take an Action or Bonus Action (your choice), not both
- Can’t Concentrate, and can only make 1 Attack when you take the Attack Action
|
5 |
- -5 penalty on Attacks, Saves, Checks, and DCs.
- Speed is reduced by 25ft.
- Can’t take Reactions
- Can only take an Action or Bonus Action (your choice), not both
- Can’t Concentrate, and can only make 1 Attack when you take the Attack Action
- Automatically fail all Saves, and become vulnerable to all damage
|
6 |
Death |
Exhausted *OneD&D
While Exhausted (known in older books as Exhaustion), you experience the following effects:
- Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
- d20 Rolls Affected. When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
- Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
- Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
Grappled*OneD&D
- Speed 0. Your Speed is 0 and can’t change.
- Attacks Affected. You have Disadvantage on Attack Rolls against any target other than the grappler.
- Movable. The grappler can drag or carry you when it Moves, but the grappler suffers the Slowed Condition while moving, unless you are Tiny or two or more Sizes smaller than the grappler.
- Escape. While Grappled, you can make a Dexterity or Strength Saving Throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. The Condition also ends if the grappler is Incapacitated or if something removes you from the grapple’s range.
Hidden *OneD&D
- Concealed. You aren’t affected by any effect that requires its target to be seen.
- Surprise. If you are Hidden when you roll Initiative, you have Advantage on the roll.
- Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.
- Ending the Condition. The Condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with a verbal component, or you aren’t Heavily Obscured or behind any Cover.
An Impaired creature has DisADV on Attacks, Checks, and Saves that use Strength, Dexterity, or Constitution.
Incapacitated *OneD&D
- Inactive. You can’t take Actions or Reactions.
- No Concentration. Your Concentration is broken.
- Speechless. You can’t speak.
- Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Invisible *OneD&D
- Unseeable. You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any equipment you are wearing or carrying also can’t be seen.
- Surprise. If you are Invisible when you roll initiative, you have Advantage on the roll.
- Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage. If a creature can somehow see you, as with Blindsight, you don’t gain this benefit against that creature.
Note that more powerful monsters may use Standard Petrification rules.
A creature that fails its Save against being Petrified becomes Partially Petrified and its body begins turning to stone, with some body parts becoming more solid than others. At the end of each of its turns, a creature who is Partially or Heavily Petrified repeats its Save, becoming more or less Petrified on a success.
Petrified Status |
Effect |
Save Success |
Save Failure |
Partially Petrified |
Speed Halved. DisADV on DEX Saves |
Effect Ends |
Become Heavily Petrified |
Heavily Petrified |
Stunned. |
Become Partially Petrified |
Become Fully Petrified |
Fully Petrified |
Turned To Stone |
n/a |
n/a |
Slowed *The one we use
- A slowed creature's Speed is halved.
- A slowed creature takes a −2 penalty to AC and Dexterity saving throws.
- A slowed creature cannot take reactions.
- On its turn, a slowed creature can take either an action or a bonus action, not both. In addition, it can't make more than one melee or ranged attack during its turn.
Slowed *OneD&D
- Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.
- Attacks Affected. Attack Rolls against you have Advantage.
- Dexterity Saves Affected. You have Disadvantage on Dexterity Saving Throws.
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.
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 six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
Level Effect
- Disadvantage on ability checks
- Speed halved
- Disadvantage on attack rolls and saving throws
- Hit point maximum halved
- Speed reduced to 0
- Death
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- 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. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
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.