Conditions
Blackout
This condition represents a loss of control caused by extreme inebriation.
Loss of Control. When you gain this condition, roll a d10 and apply the corresponding effect from the Blackout table.
| d10 | Effect |
|---|---|
| 1–3 | You fall Unconscious, take 1d6 bludgeoning damage, and remain Unconscious for 2d4 hours. |
| 4–5 | You immediately attempt to strike a nearby ally with an unarmed strike, using all attacks available to you. If the target is inebriated, they must succeed on a DC 12 Wisdom saving throw or respond with hostility. |
| 6–7 | You gain 1 level of Exhaustion and strike a random nearby creature with an unarmed strike. On a hit, the creature becomes hostile toward you. |
| 8 | You gain 1 level of Exhaustion and give away 6d12 GP, or as much as you possess. If you are alone, you toss the gold away and justify a reason for doing so in your stupor. |
| 9 | You gain 1 level of Exhaustion and spend 6d12 GP on drinks. You owe any unpaid amount to the establishment. If this is not possible, you give the gold away or toss it. |
| 10 | You gain 1 level of Exhaustion and immediately roll again on this table. |
Recovery. This condition ends when you finish a Long Rest.
Blinded
Can’t See. You can’t see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Bloodied
You have this condition you have half your Hit Points or fewer.
Restricted Recovery. While you are Bloodied, you can’t spend Hit Dice or regain Hit Points during a rest unless you have access to medical supplies or magical healing, such as a Healer’s Kit, potions, or spells.
Visible Injury. While you have this condition, you bear obvious wounds such as cuts, bruises, or bleeding. Some creatures may react differently to you while you are Bloodied, as determined by the DM.
Charmed
Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
Impaired
Sometimes an enemy’s attacks are enough to disorient you, but not enough to make you Stunned, Incapacitated, Paralyzed, or Petrified. This condition represents that middle ground.
Impaired Levels. This condition is cumulative. Each time you receive it, you gain 1 Impaired level. If your Impaired level is 3, you lose all levels of this condition and gain a new one that best matches the situation: Stunned, Incapacitated, Paralyzed, or Petrified.
Compromised. You have -1 Effort. If you gain a second Impaired level before the duration of the first level expires, the first level of Impaired will remain until the second level expires.
Deafened
Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Dying
This condition replaces the previous rule that caused death at Exhaustion level 6.
Memento Mori. You have this condition for 1d4 hours. This condition cannot be ended early by any means. No creature can determine the remaining duration of this condition by any means.
Unconscious. You have the Unconscious condition.
Gravely Wounded. When you gain this condition, you suffer one Permanent Injury. A creature can suffer only one Permanent Injury each time it gains this condition.
Death. If you are Bloodied when the duration expires, you die.
Exhaustion
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. If your Exhaustion level is 6, you have the Dying condition.
D20 Tests Affected. When you make a D20 Test, the roll is reduced by your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Powering Through. You can expend Hit Dice to power through and temporarily relieve your Exhaustion. To do so, as a free action, roll the die (or multiple) and remove a level (or more if you rolled multiple dice) of Exhaustion for a number of rounds equal to the die roll (no modifiers).
Frightened
Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
Can’t Approach. You can’t willingly move closer to the source of fear.
Grappled
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
Haze
This condition is applied when eating or smoking drugs like depressants or hallucinogens.
Haze Levels. This condition is cumulative. Each time you receive it, the duration of the condition increases by 1d4 hours.
Intoxicated Reflexes. You have Disadvantage on Dexterity checks and Dexterity saving throws.
Incapacitated
Inactive. You can’t take any action, Bonus Action, or Reaction.
No Concentration. Your Concentration is broken.
Speechless. You can’t speak.
Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Inebriation
This condition is applied when drinking alcohol.
Inebriation Levels. This condition is cumulative. Each time you receive it, you gain 1 Inebriation level. The number of levels you gain depends on the substance consumed.
- Weak. Gain 1 level.
- Moderate. Gain 2 levels.
- Strong. Gain 3 levels.
- Powerful. Gain 5 levels.
Reflexes Affected. You have Disadvantage on Dexterity checks and Dexterity saving throws.
Liquid Courage. While your Inebriation level is equal to or greater than twice your Constitution modifier (minimum of 1), you gain the following effects:
- You gain 5 temporary hit points.
- You have Advantage on Charisma checks.
- You have Advantage on saving throws against the Frightened condition.
You also suffer the following drawbacks:
- You have Disadvantage on Wisdom saving throws.
- You have Disadvantage on Intelligence and Wisdom checks.
These effects end immediately if your Inebriation level drops below twice your Constitution modifier (minimum of 1).
Overindulgence. When you gain a level of this condition while your Inebriation level is equal to or greater than twice your Constitution modifier (minimum of 1), you must succeed on a DC 12 Constitution saving throw or gain the Blackout condition.
Recovery. You lose 1 Inebriation level for each hour that passes without consuming an inebriating substance.
Invisible
Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.
Concealed. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t gain this benefit against that creature.
Maimed
Dropping to 0 Hit Points no longer inflicts you with the Unconscious condition or initiate Death Saving Throws. Instead, you gain the Maimed condition.
Exhausted. You gain 1 Exhaustion level every time you gain this condition.
Stressed. You gain 1 Stress level every time you gain this condition.
Limited Effort. Your Effort is limited to once per round.
No Concentration. Your Concentration is broken.
Risk of Further Injury. Continuing to fight may further harm you.
- Attacking or casting spells requires a DC 12 CON save, gaining 1 level of Exhaustion on a failure.
- Taking damage while Maimed causes 2 levels of Exhaustion.
- Taking a Critical Hit while Maimed causes 3 levels of Exhaustion.
Paralyzed
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can’t increase.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Petrified
Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have Advantage.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Resist Damage. You have Resistance to all damage.
Poison Immunity. You have Immunity to the Poisoned condition.
Poisoned
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
Prone
Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
Restrained
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
Stunned
Incapacitated. You have the Incapacitated condition.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
Unconscious
Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding. When this condition ends, you remain Prone.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have Advantage.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Unaware. You’re unaware of your surroundings.