Conditions

Bleeding



A bleeding creature has been dealt a serious wound that has opened a vein or artery. They are still conscious, but unless the wound is treated, they could die.



  • At the end of their turn, a bleeding creature takes necrotic damage equal to half the damage they took from the attack that inflicted the condition.

  • The creature may attempt to use its action to end the condition and stop bleeding by succeeding on a Constitution saving throw with the DC equal to the last amount of damage inflicted by this condition.

  • Any healing received reduces the damage the creature will take from bleeding by 1 point of damage for every 2 hit points healed. Once the damage value reaches 0, the condition ends.


 

Berserk


  • A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random.

  • If a berserk creature can use its reaction and/or bonus action to deal damage directly to a creature, it must do so.

  • When a creature moves out of a berserk creature's reach, it provokes an opportunity attack.

  • A berserk creature has disadvantage on Wisdom ability checks and saving throws.

  • A berserk creature automatically fails Intelligence ability checks and saving throws.

  • A berserk creature is immune to the charmed and frightened conditions.

  • The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.

  • Creatures that are immune to the charmed condition are also immune to the berserk condition. A calm emotions spell, or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.




 
 

Comatose


  • The creature is unconscious and in a state indistinguishable from death.

  • The creature cannot benefit from any effect that would cause it to regain hit points, including short or long rests. The exception to this is if the effect is capable of bringing the dead back to life.

  • If the condition ends and the creature does not have at least 1 hit point, the creature dies.




 
 

Discombobulated



A discombobulated creature has:

  • disadvantage on Intelligence, Wisdom, and Charisma ability checks, attack rolls, and saving throws.


 

Drained



A drained creature has:

  • disadvantage on Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws.




 
 

Enervate


  • An enervated creature's Strength has been sapped.

  • An enervated creature deals only half damage with melee attacks, and has disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

  • An enervated creature's speed is reduced by 10 feet, to a minimum of half its base speed.

  • Creatures that are immune to the poisoned or the exhaustion conditions are also immune to the weakened condition.




 
 

Frosted


  • The creature speed is halved.

  • The creature has disadvantage on Strength and Dexterity saving throws and ability checks.

  • Creatures that are immune or resistant to Cold damages and cold effects are not affected by this condition. Furthermore, this condition is not applied to those creatures that do not need stamina for their movements or their actions.




 
 

Immolation


  • A creature or object that comes under the effect of the immolation condition may feel an agonizing pain in the area affected as well as flames catching onto them. The immolated creature takes 10% of the initial fire damage they were dealt at the start of each of their turns as fire damage for a number of rounds equal to 10% of the damage dealt, rounded down. This effect can be hindered by environmental conditions such as rain and creatures affected can end the condition on them by taking an action to pat out the flames.

  • Creatures that are immune to fire damage are immune to this condition.




 
 

Inebriated


  • An inebriated creature has disadvantage on Dexterity, Wisdom, and Intelligence ability checks and saving throws, as well as attack rolls.

  • An inebriated creature has advantage on Charisma ability checks.

  • An inebriated creature gains temporary hit points equal to their level + 5 for the duration of the condition.

  • Every time an inebriated creature fails a Constitution saving throw to resist further inebriation, they gain 1 level of exhaustion.

  • Every hour while they are conscious and inebriated, or if they are conscious and have levels of exhaustion caused by inebriation, a creature can make a DC 10 Constitution saving throw. If they succeed and they have levels of exhaustion caused by inebriation, a level of exhaustion is removed. If they succeed and don't have levels of exhaustion caused by inebriation, they are no longer inebriated.

  • The inebriated condition can also end when the creature finishes a long rest.




 
 

Pained



A pained creature has been hurt and is immense pain.

  • A pained creature cannot concentrate on spells

  • A pained creature has disadvantage on Dexterity, Strength, and Constitution saving throws

  • Creatures that don’t feel pain like golems would be immune to this effect




 
 

Purge


  • A creature the effect of the purge condition feels an agonizing sense of burning

  • The purged creature has disadvantage on attack rolls, ability checks and takes 1d6 radiant damage at the start of each of its turns.




 
 

Rasped


  • A rasped character is assailed by tiny particulants that wear down flesh and armour alike.

  • A rasped character takes 1d4 bludgeoning or magical bludgeoning, depending on the source, in damage at the beginning of its turn and that creature's AC is temporarily reduced by 2 for the duration.

  • Creatures that are immune to bludgeoning damage or made from a substance that would cancel this effect like a vapour or magma may be immune to this condition at the DM's discretion.




 
 

Ruin



A creature affected by the ruin condition threatens to tear apart from the inside out, with an intense weakness gripping the very structure of the creature itself:

  • Damage types the creature was previously immune to, they are now have resistance to

  • Damage types the creature was previously resistant to, they take as normal damage

  • Damage types the creature previously took normal damage from, they are now vulnerable to

  • Damage types the creature was previously vulnerable to, now deal an additional 50% damage (i.e. the creature takes an additional 150% damage)

  • Additional damage dealt by the ruin condition is a maximum of 100% of the initial damage dealt that caused the ruin affect

  • For each 33% of maximum hit point damage taken by a creature due to the ruin effect the creature receives one level of exhaustion

  • Exhaustion and hit points can recovered as normal


 

Shaken



A shakened creature suffers:

  • a -1 penalty on Intelligence, Wisdom, and Charisma ability checks, attack rolls, and saving throws.




 
 

Sick


  • A sick creature has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.

  • The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The creature gains disadvantage on Athletics checks on a 1, Acrobatics checks on a 2, or Stealth on a 3. On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.

  • DC 12 Constitution saving throw at the end of each long rest, ending this effect on a success.




 
 

Spasmic


  • The creature is overcome with shaking and cannot take bonus actions or reactions.

  • It has disadvantage on Strength and Dexterity saving throws and checks and attack rolls that use either ability.




 
 

Staggered


  • The creature has disadvantage on attack rolls it makes, and attack rolls targeting it have advantage.

  • While within 5 feet of a creature hostile towards it, the affected creature uses 1 additional foot of movement for each foot it moves.




 
 

Taunted


  • A taunted creature loses concentration on their spells and must target the taunter for all attacks, harmful abilities, and magical effects.

  • All actions, attacks, spells, features, and abilities that the creature uses must target the taunter or themself, otherwise they cannot be used.

  • The taunter has disadvantage on any ability check to interact socially with the creature.

  • A creature that has been taunted has advantage on any saving throws to avoid being taunted by the same creature until the end of their next long rest.




 
 

Weakened



A weakened creature suffers:

  • a -1 penalty on Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws.




 

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