Updated Conditions
5e recognized 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.
Charmed
- A charmed creature 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 creature.
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 thunderwave spell.
- Body Block- When you have a creature Grappled and you are hit by an Attack, you can use a Reaction to attempt to shield you body with the grappled creature's body. You myst be ableto see the attacker, and the Attack cannot originate from the creature you have Grappled. Make a contested Grapple Check against the Grappled creature. Success: You halve the damage against you, and the grappled creature suffers an equal amount of damage.
- Body Slam- If you move at least 10 ft toward a creature, you can use a Bonus Action to attemot to body slam it. Make a contested Grapple Check against the creature. Success: You and the creature both fall Prone, it becomes Grappled by you, and it takes Bludgeoning damage equal to your Strength Modifier,
- Choke Hold- When you have a crewature Grappled you can attempt to choke them out. Make a contested Grapple Check against the creature. Success: It begins Suffocating (see condition). You can make subsequent attempts on each of your turns, and on a success, you lower the number of rounds until it Suffocates by 1.
- Gag- When you have a creature Grappled you can attempt to muffle the creatures mouth to prevent it from speaking. Make a contested Grapple Check against the creature. Success: The creature can't speak until the Grapple ends. DC Tip: Gagging a creature prevents it from casting spells with verbal components.
- Headbutt- When you have a creature Grappled, you cam attempt to bash the creature in the head. Make a contested Grapple Check against the creature. Success: The target muust make a Constitution Save against your Stregnth Save DC. Failure: It is stunned until the end of its next turn.
- Pin- When you have a creature Grappled, you can attempt to pin the creature to the ground. Make a contested Grapple Check against the creature. Success: You and the creature both fall Prone. The Grappled creature is now Restrained and your Speed becomes 0 until the Grapple ends. Your hands are considered unusable until the pin is broken. You cannot perform any somatic components of spells and your Attack Action is limited to Unarmed Strikes with an elbow, legm or your head. When a Pinned creature succeeds in escaping a Grapple, they are no longer pinned, but remain grappled.
- Suplex- When you have a creature Grappled, you can attempt to slam the creature to the ground. Make a contested Grapple Check against the creature. Success: the creature takes Bludgeoning Damage equal to 1d6+ your Strength Modifier, and is knocked Prone, you can choose whether to remain Grappled or end the Conidition early. Failure: the creature remains grappled and suffers no other effects. Alternatively, on a success, you can choose to end the Grapple to deal an extra damage equal to 1d6+ your strength modifier.
- Throw Creature- As an Action you can throw a creature that is 1 size smaller than you or smaller. Friendly creature: The thrower makes an Athletics Check and the creature being thrown makes an Acrobatics Check. Add the two results together to get the maximum number of feet they can be thrown, round up to the nearest 5; if the thrown creature gets higher than 10 they land safely on their feet and take no damage from losing balance, they take 1d4 Bludgeoning damage for every 5 feet they were thrown otherwise. You may throw the creature any number of feet, up to the maximum number of feet. Enemy Creature: Before you can attempt to throw an enemy you must first have them Grappled. You must make an Athletics Check to determine how far you can throw the creature. If you throw them into a solid object, they take 1d4 Bludgeoning damage for ever 5 feet they would've been thrown. If you throw this creature into another crewature, the damage is split evenly between them. The thrown creature makes a DC 13 Acrobatics Check. Success: It takes half damage.
Incapacitated
- An incapacitated creature can’t take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. 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
- A poisoned creature has disadvantage on attack rolls and ability checks.
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.
Suffocating
- When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
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 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.
Exhaustion Overhaul
Exhaustion Level | Effect |
Level 1 | -1 to all checks and saves |
Level 2 | -2 to all checks and saves |
Level 3 | -3 to all checks and saves |
Level 4 | -4 to all checks and saves |
Level 5 | -5 to all checks and saves |
Level 6 | -6 to all checks and saves |
Level 7 | -7 to all checks and saves |
Level 8 | -8 to all checks and saves |
Level 9 | -9 to all checks and saves |
Level 10 | Death |
Updated Conditions
Delayed Petrification:
- A creature that fails its Save against being Petrified becomes Partially Petrified and its body begins turning to stone, with some body parts becoming more solid than others. At the end of each of its turns, a creature who is Partially or Heavily Petrified repeats its Save, becoming more or less Petrified on a success.
New Conditions:
Bleeding:
- A Bleeding creature suffers 1d4 Necrotic damage at the start of each of its turns until it regains at least 1 HP. A creature can use its Action to make a DC 10 Medicine Check. Success: It removes the Bleeding condition from itself or another creature it can touch.
Bloodied
- A creature below 1/2 its HP maximum is considered Bloodied. A creature below 1/4 its HP maximum is considered Well-Bloodied.
Dazed
- A Dazed creature has DisADV on Attacks, Checks, and Saves that use Intelligence, Wisdom, or Charisma. Defense Certain effects can alter your AC by strengthening or weakening your defenses against attackers. Defense is measured in levels. An effect can increase or decrease a creature’s Defense by one or more levels, as specified in the effect's description.
Doomed X
- You automatically suffer X amount of Death Save failures that persist until you either remove this condition or reach 3 failed Death Saves and die. Example: A creature with Doomed 2 suffers 2 Death Save failures and if it falls Unconscious it’s only 1 Death Save away from dying. It could also die if it falls Unconscious with Doomed 3.
Impaired
- An Impaired creature has DisADV on Attacks, Checks, and Saves that use Strength, Dexterity, or Constitution.
Weakened Ability X
- You gain a penalty of X on Attacks, Checks, and Saves you make with the affected Ability.
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