Ability Damaged
The character has lost 1 or more ability score points. The loss is temporary, and these points return at a rate of 1 per evening of rest. This differs from “effective” ability loss, which is an effect that goes away when the condition causing it goes away.
Ability Drained
The character has lost 1 or more ability score points. The loss is permanent.
Blinded
The hero can’t see at all, and thus everything has total concealment to him or her. The character has a 50% chance to miss in combat, flipping a coin if the attack roll hits its target. Furthermore, the blinded character has an effective Dexterity of 3, along with a –4 penalty on the use of Strength-based and Dexterity-based skills. This –4 penalty also applies to Search checks and any other skill checks for which the GM deems sight to be important. The character can’t do any activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).
Cowering
The hero is frozen in fear, loses his or her Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his or her AC. The condition typically lasts 10 rounds.
Dazed
Unable to act, a dazed character can take no actions, but still gets the benefit of his or her normal AC. This condition typically lasts 1 round.
Dead
A character dies when his or her hit points drop to –10 or lower, when his or her Constitution drops to 0, or when a character critically fails their final death saving throw.
Deafened
The hero can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks. Heroes who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).
Defenseless
A creature that becomes defenseless cannot defend itself. Its AC is 5, it cannot use action, and its skill check rolls using attributes result in failure. The creature can still perceive its surroundings, however, and can make Perception checks as normal.
Disabled
The character has 0 hit points. The character can take only a single move action or attack action, and takes 1 point of damage after any action.
Dying
A dying creature becomes unconscious.
Entangled
An entangled character takes a –2 penalty on attack rolls in addition to a –4 penalty to Dexterity. If the entangling bonds are anchored to an immobile object, the entangled hero can’t move. Otherwise, the character can move at half-speed, but can’t run or charge.
Exhausted
Heroes who are exhausted move at half-speed and cannot run or charge. Furthermore, they take a –6 penalty to Strength and Dexterity. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued.
Fatigued
Characters who are fatigued can’t run or charge and take a penalty of –2 to Strength and Dexterity. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued.
Frightened
A frightened creature must subtract 1d6 from all attack rolls and skill checks. The d6 is rolled at the moment the creature is frightened and persists until the character is no longer frightened. Also, frightened creatures cannot take bonus actions.
Grappled
When grappled, a hero can’t undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to AC, except on attacks from characters with whom he or she is grappling.
Helpless
Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective AC of 5 + size modifier (Small: 2; Medium: 4; Large: 6). An attacker can attempt a final blow against a helpless character.
Impaired
An impaired creature makes all attack rolls and skill checks at disadvantage.
Nauseated
Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn.
Panicked
A panicked character flees as fast as possible and cowers (see Cowering, above) if unable to get away. The character's AC is normal but cannot attack.
Paralyzed
Heroes who are paralyzed fall to the ground, unable to move (they have an effective, but not actual, Dexterity and Strength of 0). They are helpless.
Pinned
A pinned character is held immobile (but not helpless) in a grapple. The character takes a –4 penalty to AC against melee attacks and loses his or her Dexterity bonus to AC.
Prone
An attacker who is knocked prone (lying on the ground) takes a –4 penalty on melee attack rolls and can’t use bows or thrown ranged weapons. The character gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks.
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, and skill checks.
Stable
A stable character is no longer dying, but is still unconscious.
Stunned
A character who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to AC. The condition typically lasts 1 round.
Surprised
A surprised character has not yet acted during a combat and does not react normally to the situation. A surprised character loses his or her Dexterity bonus to AC and cannot make attacks of opportunity.
Unconscious
An unconscious creature is unable to act, move, or perceive its surroundings. The creature's AC is 5. It cannot use actions or move, and all its skill checks automatically fail.