Conditions in Heimaalin | World Anvil

Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, 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 doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded

While Blinded, you experience the following effects:

Blind. You can't see.

Attacks Affected. Attack Rolls against you have Advantage, and your Attack Rolls have Disadvantage.

Fail Ability Checks. You automatically fail any ability check that requires sight.

Charmed

While Charmed, you experience the following effects:

Charmed. You can't attack your charmer or target your charmer with harmful abilities or magical effects.

Docile. Your charmer has Advantage on any ability check to interact socially with you.

Dazed

While Dazed, you experience the following effects:

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.

Deafened

While Deafened, you experience the following effects:

Deaf. You can't hear.

Fail Ability Checks. You automatically fail any ability check that requires hearing.

Exhausted

While Exhausted, 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.

Frightened

While Frightened, you experience the following effects:

Attacks Affected. You have Disadvantage on Attack Rolls while the source of your fear is within your line of sight.

Ability Checks Affected. You have Disadvantage on ability checks while the source of your fear is within your line of sight.

Movement Affected. You can't willingly move closer to the source of your fear.

Grappled

While Grappled, you experience the following effects:

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 every foot of movement costs it 1 extra foot, unless you are Tiny or two or more sizes smaller than the grappler.

Escape. While Grappled, you can use your action to make a Strength or Dexterity saving throw against the grapple’s escape DC, ending the condition on yourself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between you and the grappler exceeds the grapple’s range.

Incapacitated

While Incapacitated, you experience the following effects:

Inactive. You can’t take any action, Bonus Action, or Reaction.

No Concentration. Your Concentration is broken.

Speechless. You can’t speak.

Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.

Invisible

While Invisible, you experience the following effects:

Concealed. You aren’t affected by any effect that requires its target to 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.

Paralyzed

While Paralyzed, you experience the following effects:

Inert. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Critical Hits. Any Attack Roll that hits you is a critical hit if the attacker is within 5 feet of you.

Petrified

While Petrified, you experience the following effects:

Turned to Stone. You are transformed, along with any nonmagical equipment you are carrying or holding, into a solid inanimate substance.

Hefty. Your weight increases by a factor of ten.

Ageless. You cease aging.

Inert. You have the Incapacitated condition.

Attacks Affected. Attack Rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Damage Resistance. You have Resistance to all damage.

Disease Immunity. You have Immunity to poison and disease.

Poisoned

While Poisoned, you experience the following effects:

Attacks Affected. You have Disadvantage on Attack Rolls.

Ability Checks Affected. You have Disadvantage on ability checks.

Prone

While Prone, you experience the following effects:

Speed Limited. Your only movement option is to crawl, unless you stands up and end the condition.

Attacks Affected. Your Attack Rolls have Disadvantage, and Attack Rolls against you have Advantage if the attacker is within 5 feet of you, otherwise they have Disadvantage.

Restrained

While Restrained, you experience the following effects:

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack Rolls against you have Advantage, and your Attack Rolls have Disadvantage.

Dex. Saves Affected. You have Disadvantage on Dexterity saving throws.

Stunned

While Stunned, you experience the following effects:

Inert. You have the Incapacitated condition.

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack Rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Unconscious

While Unconscious, you experience the following effects:

Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding. When this condition ends, you remain Prone.

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack Rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Critical Hits. Any Attack Roll that hits you is a critical hit if the attacker is within 5 feet of you.

Unaware. You’re unaware of your surroundings.