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| | | Bleeding creatures cannot regain hit points from spells or abilities.
A bleeding creature can only regain hit points by consuming hit dice or completing a long rest. |
| | | | | While you have the Blinded condition, you experience the following effects.
Can't See: You can't see and Automatically fail any check that requires sight.
Attacks Affected: Attack rolls against you have Advantage, and your attack rolls have Disadvantage. |
| | | | | A creature is Bloodied while it has half its Hit Points or fewer remaining.
Some creatures are known to summon forth abnormal strength when bloodied. |
| | | | | While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer: You can't attack the charmer or target the charmer with damaging abilities or magical effects. When you use a damaging ability or magical effect that has an area of effect, you do so in a way that would not harm the Charmer.
Social Advantage: The charmer has Advantage on any ability check to interact with you socially
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| | | | | While you have the Dazed condition, you experience the following effects.
Limited Activity: You can move or take one Action on your turn, not both. You also can't take a Bonus action or a Reaction.
Spellcasting Affected: If you are concentrating on a spell and become dazed, you lose concentration on that spell and it immediately fails. While dazed, you cannot concentrate on spells.
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| | | | | While you have the Deafened condition, you experience the following effects.
Can't Hear: You can't hear and automatically fail any ability check that requires hearing. |
| | | | | While you have the Frightened condition, you experience the following effects.
Ability Checks and Attacks Affected: You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
Can't Approach: You can't willingly move closer to the source of fear.
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| | | | | See: CQC For Information on Grappled and Grappling
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| | | When a creature is on fire, either magical or nonmagical fire, it is ignited. this condition unifies similar effects caused by some spells, monsters, and effects. If a spell or effect describes lighting a creature on fire, lighting it ablaze, igniting it, or causing it to start burning, that creature is ignited.
While you have the Ignited condition, you experience the following effects.
Ablaze: You take 1d10 fire damage at the start of each of your turns, unless the effect that caused the flame specifies an amount of damage instead. Some effects, like the immolation or searing smite spells, cause a different amount of damage.
Burning Grapple: If you are grappling a creature, or being grappled by one while ignited, the creature takes 1d10 fire damage or the specified effect damage at the start of each of the turns it is grappling or being grappled.
Dousing: Putting out the fire causing a creature to be ignited varies in difficulty depending on what caused the fire. Nonmagical flame can be doused easily— a creature can take an action to douse the fire if the fire is within their reach, or if they have other means of dousing flame from further away, such as the control flames spell. If the flame is submerged in water or a similarly smothering fluid, it is doused automatically.
Magical flame can be more difficult to douse, depending on the source. For example, the searing smite spell can be doused as easily as any nonmagical fire but the flames from the immolation spell can only be doused by ending the spell, either with a successful saving throw or an effect like dispel magic. |
| | | | | While you have the Incapacitated condition, you experience the following effects.
Inactive: You can't take any Action, Bonus Action or Reaction
No Concentration: Your Concentration is broken
Speachless: You can't speak
Surprised: If you're incapacitated when you roll Initiative, you have Disadvantage on this roll.
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| | | | | While you have the Invisible condition, you experience the following effects:
Surprise: If you're invisible when you roll initiative, you have Advantage on the roll.
Concealed: You aren't affected by any effect that requires its target to be seen unless the effects creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attacks Affected: Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature. |
| | | Drinking alcohol is a common pastime and element of many social encounters. However, consuming too much alcohol causes a creature to become drunk. At the GM's discretion, this drunkenness can be measured in six levels using the following rules. A creature gains one level of drunkenness whenever it has a number of alcoholic drinks within 1 hour equal to 2 + half its Constitution modifier, rounded up (a minimum of 2 drinks per hour).
While a creature has at least one level of drunkenness, it gains a bonus to saving throws it makes against being frightened equal to its level of drunkenness, and the DC required to intimidate it increases by the same amount. However, the creature also suffers a penalty to certain rolls equal to its drunkenness level. The kinds of rolls that suffer these penalties, as well as other effects of drunkenness, are shown in the table below.
| Level |
Effect |
| 1 |
Penalty to Wisdom (Insight and Perception) checks |
| 2 |
Penalty to Strength and Dexterity saving throws, as well as Constitution saving throws to maintain concentration |
| 3 |
Penalty to ability checks that don't use Charisma |
| 4 |
Penalty to attack rolls and Charisma checks |
| 5 |
Speed halved, can't concentrate on spells |
| 6 |
Unconscious, and can't remember the events of the last hour. |
A creature suffers the effect of its current level of drunkenness as well as all lower levels. For example, a creature suffering level 2 drunkenness has a −2 penalty to Wisdom (Insight and Perception) checks, Strength and Dexterity saving throws, and Constitution saving throws to maintain concentration. However, it also gains a +2 bonus to saving throws against being frightened, and its DC to resist being intimidated increases by 2.
Certain creatures have a tolerance to alcohol that's either natural or practiced. A creature that has resistance to poison damage or has advantage on saving throws against poison must drink twice the amount of alcohol as normal to gain one level of drunkenness. A creature immune to poison damage or the poisoned condition can't become drunk against their will. Alternatively, at the GM's discretion, a creature may need to drink additional alcohol to gain levels of drunkenness as a result of building up a natural tolerance from drinking it frequently over time.
When a conscious creature starts its turn with level 6 drunkenness, it must make a DC 10 Constitution saving throw. On a failed save, the creature falls unconscious. On a success, the creature spends its action that turn retching and reeling. When it does, the creature loses 1 level of drunkenness. The DC for this saving throw increases by 5 each time the creature repeats the save before it loses all of its levels of drunkenness.
For every hour the creature doesn't drink any alcohol, it loses one level of drunkenness, provided it's either unconscious or has also ingested some food or water.
Finishing a long rest removes any levels of drunkenness unless the creature fell unconscious for the duration of the rest as a result of suffering level 6 drunkenness. In that case, the creature loses 1d4 + 2 levels of drunkenness instead and doesn't regain Hit Dice as a result of finishing a long rest. |
| | | | | While you have the Paralyzed condition, you experience the following effects:
Incapacitated: You have the Incapacitated Condition.
Speed 0: Your Speed is 0 and can't increase.
Saving Throws Affected: You automatically fail Strength and Dexterity saving throws.
Attacks Affected: Attack rolls against you have Advantage.
Automatic Critical Hits: Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. |
| | | | | While you have the Petrified condition, you experience the following effects.
Turned to Inanimate Substance: You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone, metal or ice). Your weight increases by a factor of ten, and you cease aging.
Incapacitated: You have the Incapacitated Condition.
Speed 0: Your Speed is 0 and can't increase.
Saving Throws Affected: You automatically fail Strength and Dexterity saving throws.
Attacks Affected: Attack rolls against you have Advantage.
Resist Damage: You have Resistance to all Damage.
Poison Immunity: You have Immunity to the Poisoned Condition. If you are already suffering from the Poisoned Condition, the condition itself is halted until you are restored to flesh. |
| | | | | While you have the Poisoned condition, you experience the following effects.
Ability Checks Affected: You have Disadvantage on ability checks.
Attacks Affected: You have Disadvantage on attack rolls. |
| | | | | While you have the Prone condition, you experience the following effects:
Restricted Movement: Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
Attacks Affected: You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage. |
| | | | | While you have the Restrained condition, you experience the following effects:
Speed 0: Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
Attacks Affected: Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Saving Throws Affected: You have Disadvantage on Dexterity saving throws. |
| | | | | While you have the Stunned condition, you experience the following effects:
Incapactitated: You have the Incapacitated condition
Saving Throws Affected: You automatically fail Strength and Dexterity saving throws.
Attacks Affected: Attack rolls against you have advantage. |
| | | | | While you have the Unconscious condition, you experience the following effects:
Inert: You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
Speed 0: Your Speed is O and can't increase.
Attacks Affected: Attack rolls against you have Advantage.
Saving Throws Affected: You automatically fail Strength and Dexterity saving throws.
Automatic Critical Hits: Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Unaware: You're unaware of your surroundings. |
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