Condition (PSR Supplement)
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A game effect can impose a condition on a creature or sometimes an object.
- Conditions don't stack. You either have the condition or you don't.
- A condition lasts as long as the imposing effect specifies. Sometimes a conditions can end under its own terms as described under the condition.
- If multiple effects impose the same condition on a creature, each has its own duration, but the condition doesn't change.
Resistance, Immunity, and Vulnerability
- If a creature has resistance to a condition, it has advantage on all saves to prevent or end that condition on itself. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
- If a creature has vulnerability to a condition, it has disadvantage on all saves to prevent or end that condition on itself. This applies even if the save is made against multiple effects at once, with the condition being only one of those effects.
- If a creature has immunity to a condition, it can never have that condition. If the creature gains immunity to a condition it already has, that condition ends immediately.
Blinded
- You can't see, and you fail any ability check or Wisdom save that requires sight.
- Any attack roll targeting you has advantage.
- Your own attack rolls have disadvantage. Your attack roll automatically misses is the target is over 20 feet away.
Charmed
- Your attacks or harmful effects cannot target the creature who Charmed you.
- The creature who Charmed you has advantage on Charisma checks made to Influence or socially interact with you.
Concentration
A spell or other effect sometimes requires you to maintain Concentration. If you lose Concentration, the effect ends. You lose Concentration if:
- You become Distracted or Incapacitated.
- You begin Concentration on a different effect. This ends Concentration on any previous effect.
- At any time, you choose to end your Concentration (no action or reaction required).
Additionally, each time you take damage, make a Constitution save. The DC is either 10 or half the damage taken, whichever is higher. On a failed save you lose Concentration.
Disarmed
When you're Disarmed, you are forced to drop one item you're holding or release one creature you've Grappled.
If there are multiple options — and you were not Disarmed of "everything" — creature who Disarmed you chooses which item or creature.
This condition ends as soon as the drop or release has occurred.
Exposed
If you are Exposed to an attack, the attacker has a +2 bonus to the attack roll — unless the attack roll is also affected by advantage, disadvantage, or cover.
Falling
- Immediately and again at the start of each of your turns, you fall up to 500 feet downward til you hit a surface, at which point this condition ends.
- Upon landing you take 1d6 bash damage for every 10 feet you fell, to a maximum of 20d6 at 200 feet. You land Prone unless you avoid all of this damage.
- Before you've fallen 10 feet, you can use your reaction to arrest your fall by grabbing a handhold with a free hand. Arresting your fall this way still renders you Prone.
- Into Water. If you land in water or a similar fluid, treat the fall as being 50 feet less than it actually is.
- Flying. If you become Incapacitated or Prone while airborne and begin Falling as a result, ending the Incapacitated or Prone condition on yourself ends the fall.
Fast
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.
Frightened
- You have disadvantage on ability checks and attack rolls while the source of your fear is visible to you.
- You can’t willingly move closer to the source of your fear.
Gashed
- No more than once per turn, immediately after you use any action or reaction you take 1d6 slash damage.
- You suffer disadvantage on all Constitution saves.
- If you regain 1 or more hit points, this condition ends.
Grappled
- 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. Unless the grappler is at least one size larger than you, it is Slowed while moving.
- At the end of each of your turns, make a save using your choice of either Strength or Dexterity. This save is made against the grappler's Strength DC, unless the grappling effect specifies another DC. On a success, you break free and this condition ends.
- The grapple also ends if the grappler is Shoved, Disarmed, or becomes Incapacitated.
- If you are also Pinned, all attack rolls targeting you have advantage, and you have disadvantage on all Dexterity saves.
Highlighted
- You shed dim light out to a radius of 10 feet.
- You are Exposed to an attack if the attacker sees you.
- You do not benefit from being obscured or Invisible.
Ignited
You take 1d6 fire damage at the start of each of your turns.
If the igniting effect specifies a different damage amount or type, you take that damage instead.
You or an ally within 5 feet of you can use a Help action to extinguish the fire and end this condition. This condition also ends if you become Soaked or enter a strong wind.
Incapacitated
- You can't take actions, bonus actions, or reactions.
- You can't maintain Concentration.
- Enemies can move through your space.
- Flying. If you are airborne due only to your fly speed, you start Falling.
Invisible
- You and any items on your person can't be seen. Thus you can't be targeted with an effect that needs a seen target. You can still be affected by attack rolls, if a creature correctly targets within a 5-foot square centered on you.
- Attack rolls targeting you have disadvantage, and your attack rolls have advantage.
- If a creature can somehow see you, such as through a special sense, you don't have these benefits against that creature and its attack rolls against you are unaffected.
Poisoned
You have disadvantage on all attack rolls and ability checks.
Resistance, immunity, or vulnerability to poison damage respectively grants resistance, immunity, or vulnerability to the Poisoned condition—and vice versa.
Prone
- You are Slowed and Exposed.
- You have disadvantage on all attack rolls.
- You have half cover if the attacker is more than 20 feet away from you, and your size isn't greater than Large.
- As part of your move, you can spend half of your speed to recover from this condition. You can't do so if your speed has been reduced to 0.
- You or an ally within 5 feet of you can use the Help action to help you up, ending this condition.
- Flying. If you are aloft due only to a fly speed, you begin Falling.
- Vehicle. A land or sea vehicle that's been knocked Prone has its speed reduced to 0, and its speed can't change. Hauling creatures can lift the vehicle out of being Prone with a Use action.
Shapeshifted
- Your body is completely transformed into a different creature or object specified by the shapeshifting effect.
- Any items you wear or carry are melded into your new form and cannot be removed or used until this condition ends.
- You use the game statistics of the new form instead of your own, including ability scores and hit points but excluding Hit Dice. You cannot use spells or other features exclusive to your original form, but you can maintain Concentration. You retain your personality.
- If the new form is an inanimate object, you are Unconscious until this condition ends.
- If you drop to 0 hit points, this condition ends, and any excess damage is carried over to your original hit points.
Shoved
When you're Shoved, you are forcefully moved 5 feet — unless the shoving effect specifies a different distance.
- The creature who shoved you chooses which 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 has finished.
Slowed
Your movement is halved. 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.
Soaked
When any creature becomes submerged in water, it becomes Soaked. While you're Soaked, you have resistance to fire damage and cannot 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. With access to a towel or common clothes, you or an ally can dry you using a Help action, ending this condition abruptly.
Stuffed
- You cannot consume food, water, or potions.
- After a Break, you're no longer Stuffed.
Suffocating
If you must breathe and can no longer hold your breath, you are Suffocating. While you have this condition:
- At the end of each of your turns you must succeed on a DC 20 Constitution save or lose a Hit Die.
- Once you can breathe again, you are no longer Suffocating, and you instantly recover all Hit Dice lost this way.
Any creature immune to the Suffocating condition has no need to breathe.
Surprised
- You can't move nor take any actions.
- You are Exposed to all attacks.
- Once your turn ends, you are no longer Surprised.
Threatened
You are Threatened whenever you are within 5 feet of an enemy who can see you and who isn't Incapacitated.
While you are Threatened, you have disadvantage on ranged attack rolls.
Unconscious
When you fall Unconscious, you are Disarmed of everything you're holding and you fall Prone. While you remain Unconscious:
- You are Incapacitated, can't move, can't speak, and are unaware of your surroundings.
- You always fail Strength and Dexterity saves.
- Attack rolls targeting you have advantage. Any attack that hits you deals max damage.