Conditions.


What are Conditions.

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of an attack, a poison, The use of a certain item 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 on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t get worse. A creature either has a condition or it doesn’t.


the Different Conditions. 

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.

Confused

when a Creature becomes Confused it must Roll 1D10 at the start of each to determine the effect.

1. The creature uses all of its movement to Travel in a random direction decided by a D8 Roll. the creature does nothing else on this turn.

2-6. The creature doesn't move or take actions this turn.

7-8. the creature uses its melee or unarmed attack to attack a Random creature in movement range. if this is impossible the turn is skipped. 

9-10. the creature is not affected this round.

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 force of an explosion.

Incapacitated

An incapacitated creature can’t take Actions or Reactions.

Invisible

An invisible creature is virtually  impossible to see without the aid of specialized equipment. 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.

Poisoned

The effects of Poison vary depending on the nature of the poison used, the effects of poisons include knocking creatures unconscious, blinding or deafening enemies, causing paralysis, or granting varying levels of damage.  

bleeding

when a creature is inflicted with the bleeding Condition they must make an Endurance check at the end of their turn or take damage according to the level of bleeding.

level 1. 1D4

level 2. 1D6

level 3. 1D8

level 4. 1D10

level 5. 1D12

on Fire

when a creature is inflicted with the on Fire Condition they must make an Endurance check at the end of their turn or take 1D8 fire damage.

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 (see the condition), 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 Agility skill Rolls.
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.