Conditions

Jan 30, 2023 4:40 am
Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s Attack, or other Effect. Most Conditions, such as blinded, are impairments, but a few, such as 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 multiple Effects impose the same condition on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.
Jan 30, 2023 5:21 am
[ +- ] Fear Conditions
Feb 4, 2023 8:05 pm
[ +- ] Vision and Light based conditions
Feb 6, 2023 6:51 pm
Disabled:
As long as you have Semi-permanent damage, you are disabled.

You gain the Staggered condition, and may only take an Interaction and either a Bonus or Standard action each turn without taking damage. If you take both a Bonus or Standard action, any Reaction, or a Full-round action, or any other strenuous action, you take 1 point of semi-permanent damage after completing the act; this is in addition to the Lethal damage you take for being Staggered. Any attack against you is made with Advantage, and any successful attack against you gains 1 additional Degree of success, non-lethal damage becomes lethal damage, and lethal damage becomes semi-permanent.

When you take any semi-permanent damage while disabled, you must succeed at an Endurance check equal to 20 + the semi-permanent damage taken or fall into a Coma. Even if you succeed, you are Dazed for 1d4 rounds.

Lastly, if you take any kind of damage while Disabled, any kind of Rest you were taking is ruined, and you must start all over again.

Staggered:
Your speed is reduced by half. You may only take an Interaction and either a Bonus or Standard action each turn without taking damage. If you take both a Bonus or Standard action, any Reaction, or a Full-round action, or any other strenuous action, you take 1 point of lethal damage after completing the act. This damage is not upgraded to Semi-permanent damage is you are Disabled. Lastly, you also gain 1 level of Exhaustion.

When you take any non-lethal or lethal damage while Staggered, you must succeed at an Endurance check equal to 15 + the damage taken. If you succeed, you are Stunned for 1d4 rounds. If you fail, you fall unconscious for 2d4 rounds. After this time, you may make a Recovery saving throw (DC 15) to regain consciousness. If this save succeeds, you wake with a number of hit points equal to your level plus your Constitution modifier. If this save fails, you remain unconscious for an additional 2d4 rounds, at which time you can make another saving throw to regain consciousness.



Exhaustion
Instead of hurting one's Hit Points, certain debilitating effects wear down one's stamina, acuity and mental prowess. Examples include a Forced March, being reduced to 0 HP, some poisons, or long-term exposure to extreme temperatures, thirst, and hunger, just to name a few.

Exhaustion is measured in 11 levels. An Effect can give a creature one or more levels of exhaustion, as specified in the level’s description.

Exhaustion LevelEffects
1You receive a -1 to all d20 contests and Defense, and you treat your Strength as 1 point lower for the purposes of calculating Carrying Capacity.
2You receive a -2 to all d20 contests and Defense, and you treat your Strength as 2 points lower for the purposes of calculating Carrying Capacity.
3You receive a -3 to all d20 contests and Defense, and you treat your Strength as 3 points lower for the purposes of calculating Carrying Capacity.
4You receive a -4 to all d20 contests and Defense, and you treat your Strength as 4 points lower for the purposes of calculating Carrying Capacity.
5You receive a -5 to all d20 contests and Defense, and you treat your Strength as 5 points lower for the purposes of calculating Carrying Capacity.
6You receive a -6 to all d20 contests and Defense, you treat your Strength as 6 points lower for the purposes of calculating Carrying Capacity, and you have the Fatigued Condition.
7You receive a -7 to all d20 contests and Defense, you treat your Strength as 7 points lower for the purposes of calculating Carrying Capacity, and you have the Fatigued Condition.
8You receive a -8 to all d20 contests and Defense, you treat your Strength as 8 points lower for the purposes of calculating Carrying Capacity, and you have the Fatigued Condition.
9You receive a -9 to all d20 contests and Defense, you treat your Strength as 9 points lower for the purposes of calculating Carrying Capacity, and you have the Fatigued Condition.
10You fall unconscious. You do not regain consciousness until you have been unconscious for 24 hours, at which time you remove one level of exhaustion (if you can). If the conditions which caused you to gain a level of exhaustion still exist, you instead gain another level of exhaustion.
11You die


Recovering from Exhaustion: Breathers remove one exhaustion level, Short Rests remove a number of exhaustion levels equal to the number of hit dice spent, and a Standard Rest removes all of your levels of exhaustion. Keep in mind that some conditions may prevent this, like Fatigued, Coma, Groggy, Hungry, Thirsty, Poisoned or Diseased.

Fatigued
Characters acquire the Fatigued Condition the moment you gain 6 or more levels of Exhaustion. Characters who are fatigued reduce their speed by half, can't Run, take the Dash action, and have Disadvantage on all Strength, Constitution, and Dexterity-based d20 rolls. Last, you can no longer remove levels of Exhaustion through a Breather or a Short Rest, and a Standard Rest only removes a number of levels of exhaustion equal to your Constitution Modifier (minimum of one). After a Long Rest, a Fatigued character is no longer Fatigued.

Coma
While in a Coma, you gain the Unconscious condition. Once each day, your character must make a Recovery saving throw (DC 25) or take a point of Semi-Permanent damage. Success removes you from your Coma.

Groggy:
You have disadvantage on all attack rolls, saving throws, and ability checks until you spend an Action to 'shake off' your tiredness.
You cannot remove exhaustion levels while Groggy.

Hungry:
Upon gaining this condition, you gain one level of Exhaustion and take 1d10 Deprivation damage.
While you have the hungry condition, any exhaustion gained deals 1d10 Deprivation damage, levels of exhaustion can’t be removed by anything other than magic until the character spends a full day resting and eating their full required amount.

Poisoned:
A poisoned creature has disadvantage on Attack rolls and Ability Checks.
A poisoned creature cannot remove levels of exhaustion

Thirsty:
Upon gaining this condition, you gain one level of Exhaustion and take 1d10 Deprivation damage.
While you have the thirsty condition, any exhaustion gained deals 1d10 Deprivation damage, and levels of exhaustion can’t be removed by anything other than magic until the character spends a full day not engaging in Strenuous actions and drinking their full required amount of liquid.
Feb 20, 2023 7:40 pm
Surprised:
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that round ends. You also grant advantage to all attack rolls made against you. Unless otherwise stated, once the round in which you are surprised has ended, you are no longer surprised.

Overwhelmed:
When you roll 0 or lower on Initiative, it indicates that your character is unable to make any decisions, and you are unable to take any actions or move this round. However, you can still take reactions. You receive Advantage on your next Initiative roll however.

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