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- Your attacks or harmful effects cannot target the creature who Charmed you.
- The creature who Charmed you has advantage on ability checks made to Influence or socially interact with you.
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A spell or other effect sometimes requires you to maintain Concentration. If you lose Concentration, the effect ends. You lose Concentration if:
- You become Incapacitated or Stunned.
- You begin Concentration on a different effect.
- At any time during your turn, you choose to end your Concentration (no action required).
Each time you take damage, you must succeed on a Grit save or lose Concentration. The save mark is 10 or half the hit points lost, whichever is higher.
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- When you're Disarmed, you are forced to drop one item you're holding or release one creature you've Grappled.
- The disarmer decides which one, unless you're Disarmed “of everything.”
- This condition ends as soon as the drop or release resolves.
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Unlike other conditions, exhaustion Each time you become exhausted, you gain 1 degree of exhaustion.
- Max HP. For each degree of exhaustion you have, your maximum hit points are reduced by an amount equal to your level. If your hit point maximum ever falls to 0, you are defeated.
- Speed. Your speed is reduced by 5 feet for each degree. If this reduces your speed to 0, you fall Prone and cannot move or stand until your speed increases.
- d20 Rolls. Whenever you roll the d20 for your protag, the result is reduced by 2 for each degree of Exhaustion you have.
- Carry. You can carry 2 fewer items for each degree of Exhaustion. If this results in you carrying excess items, you must immediately drop items of your choice, even if Unconscious.
Camping for shift removes 1 degree of exhaustion. Finishing a day of downtime removes all exhaustion.
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- At the start of each of your turns, you fall up to 500 feet downward until you hit a surface, after which this condition ends. You can take your turn's first action either before this fall or at any point during the fall, potentially preventing the fall or softening the impact. This action can't be used to move except with a fly speed.
- Upon hitting a surface you take 1d6 bash damage for every 10 feet fallen, to a maximum of 20d6 at 200 feet. You land Prone unless you avoid all of this damage.
- Into Water. If you land in fluid like water, treat the fall as being 50 feet less.
- Flying. If while flying you become Incapacitated or Prone and this causes you to start Falling, if before you hit a surface you stop the Incapacitated or Prone condition you will also stop Falling.
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Your movement is doubled. For every 2 feet you move, you expend only 1 foot of your speed. For example, to move a distance 10 feet it costs you 5 feet of speed.
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- Your speed becomes 0 and can't change.
- You have disadvantage on attack rolls targeting anything but the grappler.
- If the grappler moves, you are moved with it. The grappler is Slowed while moving unless it is at least one size category larger than you.
- At the end of each of your turns, make a Scuffle save against the grappler's Strength mark, unless another mark is specified. On a success, you break free of being Grappled.
- You also break free if the grappler is Shoved, Disarmed, or Incapacitated.
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- You have advantage on any check or save made to decide turn order.
- You and any items you carry or wield can't be seen, so you can't be targeted by an effect needing a seen target. You can still be targeted by an attack roll if the attacker attempts an attack within a 5-foot square centered on you, as if by guess.
- Attack rolls targeting you have disadvantage, and your attacks have advantage.
- If a creature can somehow see you, such as through a special sense, you don't have these benefits against that creature.
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- When you move, the mounter is moved with you. Your movement is Slowed if if the mounter is the same size category as you, or if you're Mounted by multiple mounters each one size smaller than you.
- You have disadvantage on attack rolls targeting the mounter.
- At the start of each of your turns, you can attempt a Grit or Reflex save against the mounter's Strength mark, unless another mark is specified. On a success, the mounter lands Prone in your choice an open space within 5 feet.
- You are no longer mounted if the mounter is Shoved, Grappled, or knocked Prone.
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- As part of your move, you can spend half of your speed to recover from being Prone. If your speed is 0, you can't recover this way.
- An ally's Help action can end this condition on you.
- Flying. If you are aloft due only to a fly speed when knocked Prone, you Fall.
- Vehicle. If a land or sea vehicle goes Prone, its speed drops to 0 until capable creatures upright it with a phase activity.
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- Your body is completely transformed into a different creature or object specified by the shapeshifting effect.
- Any items you carry are melded into your new form and cannot be removed or used. You can decide if items held in your hands are melded or not.
- You use the game statistics of the new form instead of your own, including for example ability scores and hit points. You cannot use spells or other features exclusive to your original form, but you can maintain Concentration. You retain your personality and carry slots.
- If the new form is an inanimate object, you are Unconscious while Shapeshifted and your ability scores don’t change, but your hit points, defense, and other stats change to that of the object.
- If you drop to 0 hit points, this condition ends, and any excess damage is carried over to your original hit points.
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When you're Shoved, you are forcefully moved 5 feet, unless the shoving effect specifies a different distance.
- The shoving creature chooses the direction you move, unless the effect specifies a direction such as "directly away" or in a "random direction."
- This movement doesn't reduce your speed and never provokes any reaction otherwise triggered by movement, such as an opportunity attack.
- This condition ends as soon as the move ends.
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Your movement is halved, and you can't jump. For each foot you move, you must expend 1 extra foot of your speed. For example, to move a distance 5 feet it costs you 10 feet of speed.
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- When any creature is submerged in water, it becomes Soaked.
- While Soaked, you have resistance to fire damage and can't be Ignited.
- You're no longer Soaked after you take fire damage, or if you spend a phase out of water in above-freezing temperatures.
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- You cannot Gulp and cannot otherwise consume food, water, or potions.
- After a break, you're no longer Stuffed.
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Unconscious, you are Disarmed of everything you're holding and you fall Prone. While you remain Unconscious:
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