User:Guy/Splat/Conditions
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Similar to 5e SRD:Conditions, but because I'm neurotic or whatever there are tweaks.
- Blinded, Poisoned, and Prone have additional effects. Frightened is completely different.
- Additional conditions include Dazed, Flanked, Hidden, Ignited, Mounted, Nauseated, Slowed, and Soaked.
- Removed conditions include Deafened, Incapacitated, Paralyzed, Petrified, Restrained and Exhaustion. Any creature that would suffer a level of exhaustion instead suffers an injury.
Blinded
- You can't see, and automatically fails an ability check that require sight.
- All creatures are hidden from you, unless you have a special sense like blindsight or tremorsense.
- If you make a ranged attack at long range (as opposed to short range), the attack always misses.
- If you are newly blinded, you become slowed until you either finish downtime or are no longer blinded.
Charmed
- You can't attack the charmer, nor target the charmer with harmful abilities or magic effects.
- The charmer has advantage on any ability check to interact socially with you.
Dazed
A dazed creature has reduced awareness. While you are dazed:
- You have disadvantage on ability checks using Intelligence, Wisdom, or Charisma.
- Your perception DC is reduced to 5 and can't change.
- You cannot take reactions.
- You cannot maintain concentration.
- While moving, you are slowed.
- You can be Flanked by only 1 creature instead of 2.
Flanked
- You are flanked whenever at least two enemy creatures you can see are adjacent to it on two opposite sides, and both are able to take actions.
- While you are flanked, any attack roll targeting you from a flanking creature has a +2 bonus if the attack roll doesn't already have advantage.
Frightened
When you become frightened, you decide whether to fight or flee.
- Fight. You must use all of your movement and actions to attack the source of your fear with weapon attacks or unarmed strikes. If frightened again, you must Flee instead.
- Flee. You must use all movement to flee directly away from the source of your fear if able, and cannot willingly move closer.
- Whether fighting or fleeing, you have disadvantage on all ability checks while the source of your fear is visible.
Grappled
- Your speed becomes 0 and can't change.
- You have disadvantage on every attack roll against any target other than the grappler.
- The grappler can drag or carry you, forcing you to move when they do, but the grappler is slowed while moving in this way.
- This condition ends if the grappler is a creature, and it becomes unable to take actions.
- This condition ends if an effect pushes you at least 5 feet from the grappler.
- At the end of each of your turns, you can make a Strength or Dexterity save (your choice), escaping the grapple on a success. The DC to escape equals the grappler's Strength DC, if not otherwise specified.
Hidden
- It is possible to be hidden from some creatures, but not hidden from others, at the same time.
- Your attack rolls have advantage, and attack rolls targeting you have disadvantage.
- You cannot be targeted by any effect which requires you to be seen.
- This condition ends if you do any of the following:
- dash
- Make an attack roll
- Make a sound louder than a whisper
- Cast a spell with a vocal component
- Become no longer obscured nor behind cover
Ignited
- You take 1d10 fire damage at the start of each of your turns.
- You shed bright light in a 5 feet radius and dim light for an additional 5 feet, and thus you cannot be obscured nor invisible. This is the same light as a candle.
- This condition ends if you become Soaked, or if it you are completely smothered (as if swallowed whole).
- You can use an action to end this condition, usually by smothering the flames on your body.
You can't be ignited if you have resistance or immunity to fire damage.
Invisible
- You are always hidden from all creatures who do not have a special sense to perceive invisible creatures.
- Your approximate location can still be determined by subtle queues such as tracks, sounds, and distortion in the air.
Mounted
- The mounter becomes attached to your body, and moves when you do without expending its own speed.
- The mounter can move across your body as if it was terrain, but is slowed while moving in this way.
- You have disadvantage on every attack roll targeting the mounter.
- The mounter can end this condition on its turn by expending movement equal to half its speed.
- This condition ends if the mounter becomes unable to take actions.
- If an effect would move or knock prone the mounter, it must succeed on a Dexterity save against your Strength DC or dismount and land prone.
- At the end of each of your turns, you can make a Strength or Dexterity save (your choice), throwing off the mounter on a success. The DC to escape equals the mounter's Strength DC, if not otherwise specified. A thrown-off mounter lands prone.
You cannot be mounted by a creature unless it is at least one size category smaller than you.
Nauseated
- You cannot ingest anything, including any potion or ration.
- You cannot benefit from rest (but can still benefit from downtime).
- You cannot use any Swallow action.
- This condition ends if you finish downtime.
Poisoned
- You have disadvantage on all ability checks and attack rolls.
- Any effect which removes an injury also removes the poisoned condition.
If you are immune to poison damage, you can't be poisoned. If you have resistance to poison damage, you have advantage on any saving throw to avoid or end the poisoned condition on itself.
Prone
- While moving you are slowed.
- You have disadvantage on attack rolls.
- Melee attack rolls targeting you have advantage.
- Ranged attack rolls targeting you have disadvantage (unless the creature is of Huge or Gargantuan size).
- If airborne, at the start of each of your turns you immediately fall 100 feet.
- You can arise, ending the condition, by expending half your speed during your turn.
Slowed
- You must expend an extra foot of movement for each foot you move using your speed. Typically this means moving 1 foot costs you 2 feet of movement.
- Any attack roll targeting you has advantage.
- You have disadvantage on Dexterity saves.
Soaked
Any creature or object becomes soaked upon submerging in water. While soaked:
- You are drenched in water (or another substance specified by the soaking effect).
- You have resistance to fire damage.
- This condition ends if you take take fire damage.
- This condition ends if 1 minute has passed since you became soaked.
Stunned
- You can't take actions or reactions, can't move, and can speak only falteringly.
- You automatically fail Strength and Dexterity saves.
- Attack rolls against targeting you have advantage.
Unconscious
When you are knocked unconscious, you drops whatever you're holding and fall Prone. While unconscious:
- You are Stunned, can't speak, and aren't aware of your surroundings.
- Any melee attack that hits you deals max damage.
- If you are unconscious due to routine sleep, you can be woken up by a sudden loud noise, taking damage, being moved suddenly, or suddenly becoming soaked.