Conditions
Conditions alter a creature's capabilities in a variety of ways and arise as a result of a spell or other effect. Most conditions, such as blinded and deafened, are impairments, but a few, such as incorporeal and invisible, can be advantageous.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If more than one effect impose the same condition on a creature, each instance of the condition has its own duration, but the effects of the condition are not compounded on the creature.
The following definitions specify what happens to a creature while it is subjected to a condition. Each definition is a starting point. It's up to the DM to determine additional details that might be appropriate for the condition in certain circumstances.
For example, an intoxicated character normally makes ability checks with a penalty, but the DM might decide that Charisma checks made to influence ale-loving dwarves don't suffer this drawback.
The term "Creature" in the lists below refers to Player Characters, NPCs, humanoids and other monsters.
Condition Definitions
Blinded
- A blinded creature automatically fails any ability check that involves sight.
- Attack rolls against the creature are at +2
- The creature's attack rolls are at -2.
Charmed
- A charmed creature cannot attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer is at +2 on any ability check to interact socially with the creature.
Deafened
- A deafened creature automatically fails any ability check that involves hearing. This also impedes echolocation.
Exhausted
- There are 6 levels of exhaustion, with each level increasing the harmful effects on the exhausted creature.
- The following are some examples of what might cause exhaustion. The list is not exhaustive.
- Starvation (5 days without food)
- Dehydration (1 day without water)
- Forced March (Walking more than 8 hours)
- Lack of Rest (24 hours without rest)
- Extreme heat or cold (while not appropriately dressed)
- The factors above stack, so that a Forced March with no water will cause 2 levels of exhaustion.
- Eight hours of rest will remove one level of exhaustion.
Effects of exhaustion: Each level of exhaustion reduces all die rolls by the indicated amount, unless the die roll is hoped to be low, in which case the penalty is applied in a positive direction, and movement is reduced by the indicated fraction of the creature's normal movement rate.
Level of Exhaustion | Die Roll Penalty | Movement Reduction |
---|---|---|
1 | -2 | ¼ |
2 | -4 | ⅓ |
3 | -6 | ½ |
4 | -8 | ⅔ |
5 | -10 | ¾ |
6 | -20 | No Movement possible |
Enraged
- An enraged creature will immediately seek out and attack the nearest enemy, or the one that caused the rage, and not stop until the enemy is unconscious or dead. Only after all enemies are dead or unconscious will the rage end.
- An enraged creature will suffer a -2 to Armor Class, AND lose any dexterity bonus to Armor Class.
- An enraged creature gains +2 damage on successful melee attacks.
- An enraged creature cannot cast spells.
Frightened
- A frightened creature is at -2 on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature cannot willingly move to a position where it would end a turn closer to the source of its fear than where it started.
Grappled
- A grappled creature's speed is reduced to ⅓, and it cannot benefit from bonuses to its speed.
- Attack rolls against the creature are at +2. Dexterity bonuses to AC do not count.
- The creature's attacks are at -4.
- If grappled successfully again in the same round, by the same opponent or an additional opponent, the creature is Restrained.
Incorporeal
- An incorporeal creature has resistance against nonmagical damage, and the creature's targets have resistance against its nonmagical damage.
- The creature can move through an object or another creature, but can't stop there.
Intoxicated
- An intoxicated creature is at -2 on attack rolls and ability checks.
- To cast a spell, the creature must first succeed on 4d6 Constitution check. Otherwise, the spellcasting action is wasted, but the spell is not.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature are at -4.
- The creature cannot be attacked from the flank or rear.
- If the creature attacks, it becomes visible.
Paralyzed
- A paralyzed creature drops whatever it's holding and falls prone. It cannot move, speak, or take any action that is not purely mental.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature are at +4.
Petrified
- The creature is transformed, along with any non-magical objects they are wearing or carrying, into a solid inanimate substance (such as stone).
- The creature ceases to age.
- The creature's weight is increased tenfold.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature is 90% immune to damage.
- The creature is 100% immune to disease and poison.
- The creature can’t move or speak and is unaware of their surroundings.
Poisoned
- The creature is at -2 on melee attack rolls.
Prone
- A prone creature's only movement option is to crawl, unless it stands up (½ movement).
- The creature is at -2 on melee attack rolls.
- Melee attack rolls against the creature are at +4.
- Ranged attack rolls against the creature are at -2.
- The creature is limited in use of ranged weapons:
Weapon Penalty for Using from Prone Position Aklys (hurled) Can't be Used Atlatl (javelin) Can't be Used Axe, hand, thrown -4 Blowgun Needle 0 Bow, composite, long Can't be Used Bow, composite, short Can't be Used Bow, long Can't be Used Bow, short Can't be Used Club, thrown -2 Crossbow, hand +1 Crossbow, heavy +3 Crossbow, Light +2 Dagger, thrown -2 Dart -2 Hammer, thrown -2 Harpoon -6 Javelin -5 Knife, thrown -1 Lasso -6 Shuriken -2 Sling (bullet) -1 Sling (stone) -1 Spear -6 Staff Sling (Bullet) Can't be Used Staff Sling (Stone) Can't be Used
Restrained, including magically held
- A restrained creature's speed becomes 0, and it cannot benefit from bonuses to its speed/movement.
- Attack rolls against the creature are at +4. Dexterity bonuses to AC do not count.
- The creature cannot attack.
- The creature is at -2 on Dexterity saving throws.
Stunned
- A stunned creature cannot move or take actions for 1-10 segments.
- Any spells in the process of being cast are lost, and concentration is broken.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature are at +4. Dexterity and shield bonuses to AC do not count.
- If stunned by a later attack (while still stunned), the creature becomes unconscious for 1d4 rounds.
- The creature's speech is faltering, jumbling and fragmented.
Unconscious
- An unconscious creature drops whatever it's holding and falls prone.
- The creature cannot move, take actions, or perceive its surroundings.
- The creature automatically fails Strength and Dexterity saving throws.
- Melee attack rolls against the creature are at +4.
- Ranged attack rolls against the creature are at -2.
Special Types Of Attacks
- Flank attacks (on the unshielded flank) negate any defender armor class addition for shield.
- Rear attacks gain a +2 to hit, negate any defender armor class bonus for shield, and also negate any defender armor class bonus for dexterity.
Magically Sleeping or Held Opponents
If a general melee is in progress, and the attacker IS subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round.