Conditions v0.3.1 #
Dazed #
- While Dazed Creatures can Move or take one Action on their turn, not both.
- Creatures also can’t take a Bonus Action or a Reaction.
- Creatures with Immunity to the Stunned or Paralyzed Condition are also immune to this Condition, and Features or Effects that remove either of those conditions remove this one as well.
Defiance #
- The Creature is considered Stabilized, and can take their turns as normal.
- The Creature’s Exhaustion levels are reduced by 5 (minimum of 0) until combat ends, or until the Creature is reduced to 0 Hit Points.
- The Creature gains 1 Hit Point and can activate a Healing Surge without needing to expend a Hit Die (See: Healing).
- Until the start of the Creature’s next turn, they gain Advantage on all of their Attacks.
Exhaustion #
- Sources that apply Exhaustion stack and this Condition lasts until the affected Creature finishes a Long Rest.
- When a Creature with Exhaustion finishes a Long Rest their levels of Exhaustion are decreased by 5 (minimum of 0).
- If a Creature receives 20 points of healing from a single source then their level of Exhaustion decreases by 1 (minimum of 0).
- If they receive more than 20 points of healing from a single source then for every additional 20 points their level of exhaustion decreases by an additional 1. As noted in the “Exhaustion Table”, certain levels of Exhaustion apply additional effects. Unique effects are cumulative.
Exhaustion Table #
Level | Effect |
---|---|
1 | Exhaustion level added to Death Saving Throw DC. |
6 | Creature’s speed is reduced by 2 feet per Exhaustion level. |
8 | Creature has disadvantage on Intelligence, Wisdom, and Charisma Ability Checks and Saving Throws. |
9 | Creature has disadvantage on Strength, Dexterity, and Constitution Ability Checks and Saving Throws. |
10 | The Creature dies and its Exhaustion Level is reduced to 9. |
Fading #
- The Creature gains the Incapacitated Condition.
- The Creature automatically fails Strength and Dexterity Saving Throws.
- The Creature drops whatever its holding, and falls Prone.
- The Creature’s passive perception is reduced to 5.
- The Creature’s speed is reduced to 10 feet.
- The Creature may not Stand Up, Fly, or Climb.
- Any Attack that Hits the Creature is a Critical Hit if the Attacker is within 5 feet of the Creature.
- Any Healing received by the Creature does not reduce their Exhaustion levels.
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.
- Creatures who cannot see an invisible Creature have disadvantage on Attack Rolls against the invisible Creature, and the invisible Creature’s attack rolls have advantage against Creatures who cannot see it.
Off Balance #
- Melee Attacks against this Creature are made at advantage.
- This Creature has disadvantage on Strength & Dexterity Saving Throws and Ability Checks.
Prone #
- Melee Weapon Attacks made outside of 5ft are not made at disadvantage.