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Conditions and Effects

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  This is a list of the various conditions and effects that may apply to your character or a target. Some of these have been ported from D&D 5e, and others are new and unique to Dustriders.
  Blinded
  • A blinded target can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the target have advantage, and the target’s attack rolls have disadvantage.

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      Bleeding
  • A bleeding target loses a predetermined amount of HP per round (as specified by the source of the bleeding) until it is healed or a bandage is applied to stop the bleeding.
  • A bleeding target can spend its Action to make a Constitution saving throw against the originator's save DC to end the effects early.
  • If the target drops to 0 HP while bleeding, they have disadvantage on their death saving throws until stabilized.

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      Burning
  • A target may catch on fire and take a set amount of Fire damage (as specified by the source of the Fire damage) per round of combat until they drop prone and spend all of their movement to put the fire out or have the fire doused by other means such as submerging in water.
  • A target that is burning may have its fire put out by another allied target, as an action.
  • If the target drops to 0 HP while burning, they have disadvantage on their death saving throws until stabilized and the burning condition ends.

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      Charmed
  • A charmed target 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 target.

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      Corroding
  • A target may have a corrosive effect applied to them by an Acid-based elemental attack.
  • For the duration, the corrosive effect applies and reduces their Armor Grade by a specified amount. If the target is not armored, they take a set amount of Acid damage (specified by the source of the Acid damage) at the start of each of their turns.
  • To end the effects early, one must have the acid washed off of them with water or another dousing liquid.

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      Dazed or Staggered
  • The target, while it has the Dazed status, cannot take Reactions.
  • A Staggered target cannot make an Opportunity Attack but can use other Reactions.

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      Deafened
  • A deafened target can’t hear and automatically fails any ability check that requires hearing.

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      Exposed (Vehicles only)
  • The target is no longer protected by paneling and may be attacked directly.

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      Frightened
  • A frightened target has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The target can’t willingly move closer to the source of its fear.

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      Frozen
  • A target can be frozen by certain sources of elemental Cold damage and have its speed reduced to 0 for the duration and cannot benefit from any other bonus to its speed.
  • While frozen, a target has disadvantage on all of its rolls, all attacks against it have advantage, and the target has a weakness to Bludgeoning or Thunder damage.
  • To end the effects early, a target must have a source of heat applied to them, as an action, by an allied creature.
  • Any Fire damage from other sources will also end the effects early.

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      Grappled
  • A grappled target’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 target from the reach of the grappler or grappling effect, such as when a target is hurled away by the thunderwave spell.

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      Incapacitated
  • An incapacitated target can’t take actions or reactions.

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      Invisible
  • An invisible target is impossible to see without the aid of magic, a special item, or a special sense. For the purpose of hiding, the target is heavily obscured. The target’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the target have disadvantage, and the target’s attack rolls have advantage.

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      Insomnia
  • A target affected by Insomnia cannot sleep, nor can it gain the benefits of a Long Rest and will gain one stack of Exhaustion the next day.
  • The Insomnia condition can be temporarily alleviated by certain Narcotics.
  • The Insomnia condition ends when the effect creating the condition ends.

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      Irradiated
  • An unprotected target can be Irradiated and will gain one level of Exhaustion (See Exhaustion) for every minute it spends in the Radiation source. Radiation can be detected by a Curie device.
  • For each level of Exhaustion while Irradiated, the target takes an additional 1 Necrotic damage per round in combat.
  • Outside of combat, the target takes 1 Necrotic damage every hour for each level of Exhaustion the target gained from the radiation source, while it is Irradiated.
  • Specific sources of Radiation damage can inflict the Irradiated condition. Some weapons are capable of applying this effect.
  • The medical item Potassium Iodide removes the Irradiated effect if taken the same day. Otherwise, a number of doses equal to the target's Exhaustion levels must be taken a number of days equal to the Exhaustion levels when the target was afflicted with the Irradiated effect.
  • The Irradiated effect cannot be ended by magical means. Any attempts to cure the Irradiated effect via magic will result in the target gaining another Exhaustion level.
  • Long-term negative mutagenic effects can occur from being Irradiated. See (Rules: Radiation Sickness [TBD]).

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      Maimed
  • A maimed target has lost use of one of its limbs, imposing one of the following effects. This is dependent on certain types of attacks inflicting this condition or if it is used in a thematic matter and it is considered optional for applying to players. For additional reading, see Lingering Injuries in the Player's Handbook.
  • If a maimed target is humanoid and has lost one of its arms, it can no longer make two-handed attacks and has disadvantage on Strength saving throws and ability checks.
  • If a maimed target is humanoid and has lost one of its legs, it may be prone and unable to move more than 5 feet on its turn, and has disadvantage on Dexterity saving throws and ability checks.
  • If a maimed target is a quadruped and has lost one of its limbs, it can no longer make attacks with that limb and can move no more than 15 feet on its turn. The target has disadvantage on Strength and Dexterity saving throws and ability checks.
  • Treating a Maimed player character or NPC involves prosthetics.

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      Paralyzed
  • A paralyzed target is incapacitated (see the condition) and can’t move or speak.
  • The target automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the target have advantage.
  • Any attack that hits the target is a critical hit if the attacker is within 5 feet of the target.

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      Petrified
  • A petrified target 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 target is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the target have advantage.
  • The target automatically fails Strength and Dexterity saving throws.
  • The target has resistance to all damage.
  • The target is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

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      Poisoned
  • A poisoned target has disadvantage on attack rolls and ability checks.
  • A poisoned target may also take a set amount of Poison damage at the start of each of their turns (as specified by the source of the Poisoned condition).

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      Prone
  • A prone target’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The target has disadvantage on melee attack rolls and attack rolls with bows. Ranged weapon attacks with firearms and crossbows are otherwise unaffected.
  • An attack roll against the target has advantage if the attacker is within 5 feet of the target. Otherwise, the attack roll has disadvantage.

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      Psychosis
  • A target affected by Psychosis cannot distinguish from friend or foe.
  • While under the effects of Psychosis, the target attacks the nearest available target.
  • The affected target can make a Wisdom saving throw attempt against the initial DC that inflicted the condition at the end of each of their turns to end the condition early.

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      Restrained
  • A restrained target’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the target have advantage, and the target’s attack rolls have disadvantage.
  • The target has disadvantage on Dexterity saving throws.

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      Stunned
  • A stunned target is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The target automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the target have advantage.

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      Suppressed
  • A target becomes Suppressed when specific maneuvers are made against that target. Some examples include the Heavy Gunner's Suppressive Fire maneuver.
  • When a target is Suppressed, the attacker that Suppressed that target gets a free ranged opportunity attack when the Suppressed target moves out of cover or attempts to attack its attacker.
  • The Suppressed target has disadvantage on all ranged attacks.
  • The Suppressed target has its speed reduced to half of its normal speed.
  • The Suppressed condition on the target ends at the end of the attacker's next turn.

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      Unconscious
  • An unconscious target is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The target drops whatever it’s holding and falls prone.
  • The target automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the target have advantage.
  • Any attack that hits the target is a critical hit if the attacker is within 5 feet of the target.

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    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 target one or more levels of exhaustion, as specified in the effect’s description.
      Exhaustion Effects Level | Effect 1 | Disadvantage on ability checks 2 | Speed halved 3 | Disadvantage on attack rolls and saving throws 4 | Hit point maximum halved 5 | Speed reduced to 0 6 | Death
      If an already exhausted target suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
      A target suffers the effect of its current level of exhaustion as well as all lower levels. For example, a target 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 target’s exhaustion level is reduced below 1.
      Finishing a long rest reduces a target’s exhaustion level by 1, provided that the target has also ingested some food and drink.

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