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Conditions & Afflictions

All fifteen conditions, plus exhaustion, madness and intoxication.

Game Rules Conditions & Afflictions

Conditions

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.

Blinded

  • A Blinded creature can’t see and automatically fails any ability check that requires sight.

  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Bloodied

  • A Bloodied creature has half or fewer than their hit point maximum

  • It is visually obvious if a creature becomes Bloodied

Charmed

  • A Charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.

  • The charmer has advantage on any ability check to interact socially with the creature.

Deafened

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

Frightened

  • A Frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A Frappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

  • The condition ends if the grappler is Incapacitated.

  • The condition also ends if an effect removes the Grappled creature from the reach of Thunderwave spell.

Incapacitated

  • An Incapacitated creature can’t take actions or reactions.

Invisible

  • An Invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is Heavily Obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.

  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

  • A Paralyzed creature is Incapacitated and can’t move or speak.

  • The creature automatically fails STR and DEX saving throws.

  • Attack rolls against the creature have advantage.

  • Any attack that hits the creature is a critical hit if the attacker is within 5 ft of the creature.

Petrified

  • A Petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.

  • The creature is Incapacitated, can’t move or speak, and is unaware of its surroundings.

  • Attack rolls against the creature have advantage.

  • The creature automatically fails STR and DEX saving throws.

  • The creature has Resistance to all damage.

  • The creature is Immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A Poisoned creature has disadvantage on attack rolls and ability checks.

Prone

  • A Prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.

  • The creature has disadvantage on attack rolls.

  • An attack roll against the creature has advantage if the attacker is within 5 ft of the creature. Otherwise, the attack roll has disadvantage.

Restrained

  • A Restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

  • The creature has disadvantage on DEX saving throws.

Stunned

  • A Stunned creature is Incapacitated, can’t move, and can speak only falteringly.

  • The creature automatically fails STR and STR saving throws.

  • Attack rolls against the creature have advantage.

Unconscious

  • An Unconscious creature is Incapacitated, can’t move or speak, and is unaware of its surroundings

  • The creature drops whatever it’s holding and falls Prone.

  • The creature automatically fails STR and DEX saving throws.

  • Attack rolls against the creature have advantage.

  • Any attack that hits the creature is a critical hit if the attacker is within 5 ft of the creature.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-­term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of Exhaustion, as specified in the effect’s description.

If an already Exhausted creature suffers another effect that causes Exhaustion, its current level of Exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of Exhaustion as well as all lower levels. For example, a creature suffering level 2 Exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes Exhaustion reduces its level as specified in the effect’s description, with all Exhaustion effects ending if a creature’s Exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s Exhaustion level by 1, provided that the creature has also ingested some food and drink.

Level Effect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Causes of Exhaustion

Special Abilities

Some special abilities will impose a level of Exhaustion.

Starvation/Dehydration

A character can go without food for a number of days equal to 3 + his or her CON modifier (Minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of Exhaustion.

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 CON saving throw or suffer one level of Exhaustion at the end of the day. A character with access to even less water automatically suffers one level of Exhaustion at the end of the day.

Freezing/Scorching Temperatures

When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.

When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.

Critical Hits

Critical hits are devastating to take and hard to recover from. Upon taking a critical hit the target must make a DC 15 CON saving throw or suffer from one level of Exhaustion.

Greatly Failing a Death Saving Throw

The struggle between life and death is taxing on the soul and great failures leave a lasting impact. Upon failing a Death Saving Throw by 5 or more the target must make a DC 15 CON saving throw or suffer from one level of Exhaustion.

Re-entering the Fight

Falling to 0 hit points is one of the hardest trials a body and mind can go through and it is a test of grit to enter the fight again. Upon falling to 0 hit points and either succeeding 3 Death Saving Throws or being stabilized, before the target can enter the fight again, the target must make a DC 15 CON saving throw or suffer from one level of Exhaustion.

Deep Water

Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water’s pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 CON saving throw or gain 1 Exhaustion level.

Frigid Water

A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.

Madness

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Short-Term Madness

d100 Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal speech or spellcasting.
51–60The character must use his or her action each round to attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously self-­destructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is stunned.
91–100The character falls unconscious.

Long-Term Madness

d100 Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on ability checks.
21–30The character suffers extreme paranoia. The character has disadvantage on WIS and CHA checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 ft from it.
56–65The character is blinded (25%) or deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve STR or DEX.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 WIS saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100The character falls unconscious. No amount of jostling or damage can wake the character.

Indefinite Madness

Madness Levels:

For each instance of madness you accumulate, you gain a level of Madness. For each level above the first you gain a penalty to your WIS based skills equal to your Madness level minus 1.

d100 Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16 - 25I keep whatever I find.
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”
Curing Indefinite MadnessA calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, removing curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.

Intoxication

You are considered sober, as in you have no negative effects from partaking alcohol, as long as your Intoxication Score is less than your CON modifier. You get corresponding Intoxication Points per serving size you consume. Your sobriety level resets at the end of the next long rest.

Drink (1 Serving Size) Intoxication Points
Lagers (Meads, Hard Ciders)1/8
Mulled/Spiced Wine1/4
“Small” Ale1/4
Wine1/2
Ale1
Fortified Wine1
Standard Hard Liquor (Gin/Vodka)2
Premium Hard Liquor (Rum/Brandy)2 1/2
Top Shelf Hard Liquor (Tequila/Whiskey)3

Intoxication Levels

You have the effects of all previous Levels of Inebriation.

Intoxication Score Level of Inebriation Sobriety
Less than or equal to your CON ModifierNoneSober
One or more than your CON ModifierDisadvantage on CHA, WIS, and INT checks.Hazy
Two or more than your CON ModifierDisadvantage on DEX based checks.Tipsy
Three or more than your CON ModifierMovement speed is reduced to 5 ft, whenever you do anything more than bending over or picking up an object less than 5 lbs you must make a DC 16 CON save and on a failure you fall prone and on a failure of more than 5 you throw up.Wasted
Four or more than your CON ModifierYou black out and roll on the Hedonism Table and wake up with the Poisoned Condition.Blackout Drunk

Hedonism Table

You may voluntarily roll on the Hedonism Table as a result of heavy partying or be forced to from substance abuse or drunkenness.

Result (1D100) Effect
1-2You are a gambling legend known in 3 different cities gain 1D4 x 100 GP
3-4You wake up in bed with an NPC you previously made enemies with.
5-6You wake up in bed with a total stranger when they wake up, they are: roll 1d6 1 = Friendly, 2 = Neutral, 3 = Hostile, 4 = Disgusted, 5 = Frightened, 6 = In Love.
7-8You wake up in bed with the spouse of an NPC you previously made enemies with.
9-10You wake up in a strange bed with no one, you can hear the family downstairs calling for the constables.
11-12You wake up in a strange bed with no one. A moment later, a middle aged man invites you down for breakfast. He and his family know you by name and no one seems to find your presence unusual.
13-14You wake up in a strange bed with no one, but there is a scent of long rotting flesh coming from under the mattress.
15-16You fought off a robber and are the love interest of an attractive NPC that you rescued
17-18You wake up in bed in an unfamiliar inn, the stranger next to you is: roll 1d6 1-2 = Unattractive, 3-4 = Incredibly Ugly, 5-6 = Unspeakably Hideous.
19-20You wake up in bed in an unfamiliar inn, the stranger next to you is: roll 1d6 1-2 = Good Looking, 3-4 = Gorgeous, 5-6 = Way Out of Your League (You should probably just see yourself out before they wake up).
21-22You wake up in bed in an unfamiliar inn, the stranger next to you is: roll 1d6 1-2 = a Goat, 3-4 = a Pig, 5-6 = a Miniature Donkey.
23-24You wake up in your bed. You would get up, but you are tied to it with leather straps.
25-26You wake up in your bed. A dog you have never seen before is licking your left foot.
27-28You wake up in your bed. On you is a document from a local judge stating that you have legally changed your name to the same name as one of your fellow party members.
29-30You wake up in your bed. On you is a document from a local judge stating that you have legally changed your name to the same name as your worst NPC enemy.
31-32You wake up in your bed. On you is a ‘Thank you’ note from an important local official, noble, or organization. It does not make any mention of what they are thanking you for.
33-34You wake up in your bed. You are spooning a whole ham. The ham is wearing a nightgown and lipstick.
35-36You wake up in your bed. You are wearing a large hat, fake nose, and mustache. Walking around town later, you see a large number of wanted posters. The person depicted looks a lot like you. Only they have a bigger nose. And a mustache. And a hat.
37-38You wake up in your bed. You are 2d6 gp poorer. Within the hour, 300 freshly baked pastries are delivered.
39-40You wake up in your bed. You are 1d10 gp richer and cradling a trophy with a giant pie on top. You have never felt more sick to your stomach.
41-42You wake up in your bed. You are 1d20 gp poorer. Everything else seems normal, until the life size, lifelike bust of you carved from cheese is delivered.
43-44You won an item with a magical word on it and you have no idea where it came from
45-46Everywhere you walk for the rest of your stay in the town men walk up to you and slap your back or give you a good job look with no one willing to explain why.
47-48You wake up in your bed. Take the cost of your armor type (non-magical), multiply it by 1d4. You are that many gp poorer but you have the result of that 1d4 roll in otherwise cosmetically identical suits of armor in different colors.
49-50You wake up in your bed. You are 1d10 gp poorer and have numerous bruises of unknown origin.
51-52You wake up in your bed. Your knuckles are bruised, bloodied, and full of splinters. Your pockets are filled with fresh produce. You have a vague memory of a fruit cart looking at you funny.
53-54You wake up in the middle of a pentagram. You apparently summoned an Imp last night and he seems to like you.
55-56You wake up on the floor of your room. You are covered in dirt and mud. On your bed is a freshly exhumed corpse.
57-58You wake up on the floor of your room. All the furniture and rugs have been moved up against the walls. In the center is a crudely drawn summoning circle ringed with the remains of black candles. At the center of the circle is a really fantastic looking sandwich.
59-60You wake up in a temple. In a coffin. Several monks are standing over you offering a pauper’s last rites. They seem surprised when you start moving.
61-62You wake up in a temple. You are wearing a fine suit. By the altar is a coffin, the corpse inside is wearing your clothes.
63-64You wake up in a temple. In the confessional. Naked. Someone enters the other side and begins confessing their sins.
65-66You wake up in a temple. In holy vestments. Crowds have begun gathering for service.
67-68You wake up in the woods 1d4 miles from where you last remember being. You are unarmed and only wearing one boot. A wolverine has the other.
69-70You wake up in an alley. Your clothing is splattered in blood and you are carrying a sack with 1d10 gp worth of an illegal substance.
71-72You wake up in a sumptuous bed in a beautiful hotel. Next to you is a complete stranger. Both of you are wearing wedding bands.
73-74You wake up to find yourself seated at a table. There is a quill in one hand and a small cut on the other. Across from you sits a well-dressed but sinister man, a man of wealth and taste. In front of you is a contract detailing in extremely complex terms, the exchange of power for your immortal soul. (Once the contract is signed or if the PC refuses, the man disappears in a cloud of sulfurous smoke.)
75-76You wake up dressed only with feathers with various boomerangs strapped to you. The talk of the town is a new vigilante called The Barn Owl that took down a local crime syndicate.
77-78You wake up in a room surrounded with wealth. A voice tells you to pick no more than three items and run as the room will be filled with deadly gas in 10 seconds. You escape and find yourself back in your bed with the items set in the corner.
79-80You wake up in a cave, cocooned in spider silk. You see 1D4 Giant Wolf Spiders crawling above you.
81-82You wake up in lavish robes, a gold ring on your finger, a diamond necklace on your neck, and a naked man tied and gagged at the foot of the bed in a chair.
83-84You wake up in a tub filled with fine wine along with three other members of the opposite sex and are 2D6 Gold Pieces poorer.
85-86You wake up with a massive tattoo on your chest of a skull with the mouth as your belly button and the eyes as your nipples.
87-88You wake up in the hollowed out remains of a shark, regardless of how far away the ocean is to your location. A poster informs you of a bizarre tornado that happened during the night.
89-90You wake up with an old lamp in your hand. Inscribed on it is a notice that all three wishes have been used. You have no idea what you could have wished for.
91-92You wake up in a den being spooned by an Owlbear. It holds you tightly and you are unsure if it regards you as a friend or food.
93-94You wake up in the middle of a battlefield. Around you lie the corpses of a mind flayer, vampire, minotaur, and frost giant. There are no clues as to why there was a fight or why you were involved. Miraculously you are unharmed but are covered in war paint indicating you were supporting the mind flayer.
95-96You wake up next to a massive barrel filled to the brim, surrounded by dozens of empty potion bottles. The mixture hisses and bubbles viciously and seems to move on its own accord, it addresses you by name and asks to be released.
97-98You wake up, to your horror is a facedown card from the deck of many things in your hand.
99-100Roll Twice, DM comes up with a monstrous combination of the two.