Blinded (WIP)

You can’t see. All d20 rolls requiring vision fail and all enemies are considered undetected. All enemies gain Favoredagainst you.

Bloodied (WIP)

You receive this condition when you reduce your Hit Points below their maximum.

NOTE: doesn’t do much on its own but certain abilities can exploit a bloodied creature

Clumsy (Dex)

Your movements become clumsy and inexact. All dexterity based d20 rolls are Hindered and you lose your dexterity bonus to AC.

Charmed

You are enamored with another creature or object. You cannot attack, use harmful abilities or magical effects on the source of the Charmed effect. The charmer gains Favored on any d20 roll to interact socially with you.

Dazzled

Your eyes are overstimulated or your vision is swimming. If your only precise sense is vision, all your d20 rolls gain a -2 penalty.

Deafened

You can’t hear. A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Drained (Con)

Your health and constitution has been depleted. All constitution based d20 rolls are Hindered and your maximum health is reduced by your level times 2.

Exhausted x

Exhausted always has a value. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. When you make a d20 roll, subtract your exhausted value from that roll. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.

Fascinated (Charisma)

You’re compelled to focus your attention on someone or something. All Charisma based d20 rolls are Hindered and you struggle to concentrate on a spell or other effect. If you are maintaining concentration on spell while this condition is active, it costs 1 additional Mana. Enemies also gain Favored VS your spell save DC.

NOTE: needs rework

Frightened

You’re gripped by fear and struggle to control your nerves. You are Hindered on your d20 rolls while the source of fear is within line of sight.

WIP: dont now if i like the original DND frightened

Grappled

You’re held in place by another creature. You lose your Dexterity bonus to AC, your speed becomes 0 and you can’t gain any bonus to your speed.

Hidden

You are hidden from a creatures sight, but they know the space you are in but can’t tell precisely where you are. You gain Favored against creatures you are hidden form.

Invisible

You can’t be seen. Your location can be detected by noises, tracks or magical effects. Your attacks gain Favored and attacks against you are Hindered

Off-Guard

You’re distracted or otherwise unable to focus your full attention on defense. You gain a -2 penalty to your AC.

Paralyzed X

You’re frozen in place. Paralyzed always has a value. The value determines in how many rounds it takes before you become paralyzed. While you are being paralyzed but before its effects have applied, your movement is Strained Movement. If you become paralyzed, you are Unconscious. You automatically fail Strength and Dexterity based saving throws. Attack rolls against you are Favored and any attack within 5ft increase its Degree of Success of its attacks by 1 step.

Persistent Damage WIP

Persistent damage always lists a die value (i.e. 1d4) you will be taking and a damage type dealt (such as fire). This damage is taken at the end of your turn. Afterwards, you roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed this condition ends.

You can only be afflicted by one instance of a damage type. If multiple effects of the same damage type would be applied, you take the higher of the two.

Persistent damage also only counts as one filled segment on your Death Clock, instead of each individual instance of damage counting.

Petrified WIP

Prone

You’re lying on the ground. You’re Off-Guard and your attacks are Hindered and against you are Hindered unless the attacker is within 5 feet then they gain Favored. The only actions you can use while you’re prone are to crawl with Strained Movement and Stand. Standing up ends the prone condition.

Restrained

You’re tied up and can barely move, or a creature has you pinned. You are Off-Guard and your speed is reduced to 0. You can’t gain any benefit from any bonus to your speed. You cannot take actions to attack or manipulate other than to Escape. Attack rolls against the creature are Favored and the creatures attack rolls are Hindered. The restrained creature is considered Clumsy.

Staggered

You only gain this condition when reduced to 0 Hit Points. You only have 2 actions and all your rolls are Hindered. Being restored to 1 Hit Point or more removes this condition.

Sickened

You feel ill. All your d20 rolls are Hindered, you can’t ingest anything and every healing dice rolled to heal you takes a -2 penalty to the roll (minimum of 0). You can use a single action retching in an attempt to recover, which lets you immediately attempt a Constitution save against the DC of the effect that made you sickened.

Stunned

You’ve become off kilter and stunned. A player who is stunned loses an action at the start of their turn. At the end of their turn, they lose this condition.

Stupefied (Int)

Your thoughts and instincts are clouded. All Intelligence based d20 rolls are Hindered and you struggle to concentrate on a spell or other effect. If you are maintaining concentration on spell while this condition is active, it costs 1 additional Mana. Enemies also gain Favored VS your spell save DC.

Senseless (Wis)

You become headstrong and don’t heed the advice of others. All wisdom based d20 rolls are Hindered and you struggle to concentrate on a spell or other effect. If you are maintaining concentration on spell while this condition is active, it costs 1 additional Mana. Enemies also gain Favored VS your spell save DC.

Slowed

You feel sluggish and unresponsive. Your movement speed is reduced by 15ft. You also cannot gain any benefits to your speed. You can still take multiple move actions in a turn

Unconscious

You’re sleeping or have been knocked out. You can’t take actions or reactions. You lose your dexterity bonus to AC. When you gain this condition you drop Prone and drop the items your are holding.

Weakened (Strength)

You’re body loses some of its strength. All strength based d20 rolls are Hindered and you don’t gain your strength bonus to damage rolls.

Class Specific Conditions

Bard

Inspired

While inspired, you gain benefits of the bards performance. If you would gain the inspired condition again, you can choose to keep your current inspiration, or gain the effects of the new one. You cannot inspired more than once.

Other Condition-like Effects

Encumbrance

Condition v1 revision1