Additional Conditions Core v3

by TheTranMan

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Conditions


Conditions alter a creature's capability 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, each instance has its own duration, and some Conditions may have cumulative effects. All in all, a creature either has a Condition or it doesn't.

If an effect forces a Creature to suffer from a Condition after imposing another Condition, that effect can be made immune from other features that negate that Condition (typically because an effect that imposes a creature to suffer from it is quantitatively more powerful, such as becoming Dominated after being Charmed, Restrained after being Grappled, etc).

The following definitions specify what happens to a creature while it is subjected to a Condition.

Some of the following Conditions are changed from their original versions in the SRD, including: Exhaustion, Frightened, Prone.

Blinded


  • Sightless. A Blinded Creature can't see further than 5 feet away from itself and automatically fails any Ability Check that requires sight.
  • Attacks Affected. Attack Rolls against the Blinded Creature have Advantage as long as the Attacker can see the Blinded creature, and the Blinded creature's Attack Rolls have Disadvantage if its vision only relies on eyesight. (TLDR: two blinded creatures only have disadvantage on attack rolls against each other)
  • Counter. Typically, Blindness has a duration to which it ends, or after succeeding a Save.

Charmed


  • Friendly. A Charmed Creature can't Attack the Charmer or Target the Charmer with harmful abilities or effects.
  • Checks Affected. The Charmer has Advantage on any Ability Check to interact socially with the Charmed Creature.
  • Counter. When the Charmer deals Damage to the Charmed Creature, it usually breaks the Charm.

Crying

Blinded-Lite


  • Attacks Affected. A Crying Creature's Attack Rolls have Disadvantage if it relies on eyesight.
  • Counter. Typically, Crying has a duration to which it ends (but you can keep crying if you wish).

Deafened


  • Deafened. A Deafened Creature can't hear and automatically fails any Ability Check that requires hearing.
  • Counter. Typically, a Deafened Creature regains hearing after a duration, or after succeeding a Save.

Dazed


  • Unreactive. A Dazed Creature can't take Reactions.
  • Actions Affected. On its turn, a Dazed Creature can take either an Action or a Bonus Action, but not both.
  • Counter. Typically, Dazed has a duration to which it ends, or after succeeding a Save.

Dodging


  • Attacks Affected. Attack Rolls against the Dodging Creature have Disadvantage so long as the Dodging Creature can see the Attacker.
  • Dexterity Saves Affected. The Dodging Creature has advantage on all Dexterity Saving Throws.
  • Counter. The Dodging Creature no longer gains the benefit of Dodging if they are incapacitated or their speed drops to 0.
  • When using the Dodge Action, Dodging ends at the start of the Dodging Creature's next turn.

Dominated

Charmed-Pro / Mind Control


  • Charmed. The Dominated Creature suffers from the Charmed condition, and is unable to take Actions the Dominater doesn't allow it to do.
  • Reactive Dependency. The Dominated Creature is able to take Reactions, but it costs the Dominator's Reaction as well.
  • Commanded. The Dominated Creature is forced to act upon commands the Dominator issues to it (no action required). If it completes the order and doesn't receive further direction, it defends and preserves itself to the best of its ability, taking the Dodge Action on its turn.

  • Counter. Typically, a Dominated Creature can repeat the Save to Counter the Dominated Condition or by (a) when the Dominator or its Allies deals Damage to it or (b) the Dominated Creature is on a different plane of existence from the Dominator or (c) the Dominated Creature takes a Long Rest at least 1 mile away from the Dominator.
  • Atypically, the Dominator can end this Condition as a Bonus Action. If it is from a Spell, the Dominator can just stop Concentrating on it.
  • Telepathic Link. Atypically, a Dominated Creature shares a telepathic link between it and the Dominater.

Doomed

Negative-Energy Manifest


  • Healing Affected. The Doomed Creature subtracts 1d4 from the result of any rolled healing (spells like healing word or natural like Hit Dice) it receives. Doomed is typically a cumulative effect, which increases the die size by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20.

  • Dusted Demise. Atypically, a Doomed Creature's body disintegrates into dust when they are killed.
  • Counter. Typically, a Doomed Creature can repeat the Save to Counter the Doomed Condition or by (a) dying or (b) becoming afflicted by the positive version of this Condition (Vigorous) which counters both Conditions.

D.O.T. Damage over Time


  • Damage Per Turn. Typically, a Creature with the DOT Condition takes Damage at the start or end of its turn.
  • Counter. Atypically, a Creature can end the Condition by either (a) taking an Action to end the Condition through some means (quenching a fire on themselves, grounding themselves from electric currents, etc.) or (b) Saving against an effect that would continue to activate the Condition at the start or end of their turns.

Dread

Frightened-Plus / Fantasy Super-Depression


  • Frightened. The Dreading Creature suffers from the Frightened condition.
  • Rolls Affected. The Dreading Creature subtracts 1d4 from the result of any Attack Roll, Ability Check, or Saving Throw it makes.
  • Inactive. Atypically, a Dreaded Creature suffers from the Crying Condition and the Incapacitated Condition while the source of its Dread is within Line of Sight.
  • Counter. Typically, a Creature with Dread can repeat the Save to Counter the Dreaded Condition or by either (a) acquiring therapy of about a downtime of one week or (b) dying or (c) the Dreaded Creature spends an Action to shake the Condition if a loved one of the Dreading Creature is in active danger presented by the source of its Dread.

Drunk


  • Slowed Movement. A Drunk Creature suffers from 1 Level of the Sluggish Condition.
  • Rolls Affected. A Drunk Creature subtracts 1 from the result of any Attack Roll or Ability Check it makes. If it is making a Melee Attack using Strength, its Critical Hit Range increases by 1 (allowing it to Critically Hit on a Roll of 19-20 without any other Critical Hit Range increases).
  • Critical Misdirection. A Drunk Creature that Critically Misses its initial Target has a random chance to accidentally strike a different target within reach of itself, including itself if there are no other targets, making a new Attack Roll against their new Target's AC, and dealing Damage accordingly.
  • Counter. Typically, a Drunk Creature counters the Drunk Condition by (a) taking enough Damage to sober them up (min 10) or (b) taking a Long Rest and becoming afflicted by the Hungover Condition afterwards.

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. While you are subjected to the Exhaustion Condition, you experience the following effects:


  • Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 Level of Exhaustion. You die if your Exhaustion Level exceeds 10.
  • d20 Rolls Affected. When you make an Attack Roll, Ability Check, or Saving Throw, you subtract your Exhaustion Level from the Roll.
  • Spell Saves Affected. Subtract your Exhaustion Level from the Spell Save DC of any Spell you cast.
  • Counter. Finishing a Long Rest removes Levels of Exhaustion equal to your Constitution Modifier. When your Exhaustion Level reaches 0, you no longer suffer from the Exhaustion Condition. A Spell like Greater Restoration or similar magic can also remove all of your Levels of Exhaustion.

Exhausted

This is the one Condition Haste grants, but could also be called Lethargic.


  • Inactive. You are Incapacitated, and cannot take Actions, Bonus Actions, or Reactions.
  • Speed 0. Your Total Movement Speed becomes 0, and you can't benefit from any bonus to speed.
  • Counter. Typically, Exhausted has a duration to which it ends, or after succeeding a Save.

Frightened


  • Attacks and Checks Affected. A Frightened Creature has Disadvantage on Ability Checks and Attack Rolls.
  • Spell Saves Affected. The Frightened Creature subtracts Four (-4) from the Spell Save DC of any Spell they cast while Frightened, being unable to cast effectively.
  • Courageless. The Frightened Creature can't willingly move closer to the source of its fear.

Frozen Condition


  • Unreactive. A Frozen Creature can't take Reactions.
  • Frozened Movement. The Frozen Creature suffers from the Restrained condition while Frozen.
  • Spell Saves Affected. The Frozened Creature subtracts Four (-4) from the Spell Save DC of any Spell they cast with Spell Components while Frozen, being unable to move properly to cast effectively.
  • Counter. On its turn, a Frozen Creature can spend an Action on each of their turns to make a Strength Check to break free and end its Frozened Condition (the DC of which typically is either 10 or the Spellcaster's Save DC if the Condition was inflicted from a Spell).
  • Damage Vulnerability. The Frozened Creature is Vulnerable to Bludgeoning and Fire Damage. When they take either Damage type they are no longer Frozened.

Grappled


  • Speed 0. A Grappled Creature’s Total Movement Speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attacks Affected. A Grappled Creature has Disadvantage on Attack Rolls against any Target other than the Grappler.
  • Spell Saves Affected. The Grappled Creature subtracts Four (-4) from the Spell Save DC of any Spell they cast while Frightened, being unable to cast effectively.
  • Movable. The Grappler can drag or carry the Creature they are Grappling, but the Grappler spends 1 extra foot of movement for every foot they move with their speed, unless the Grappler is one size larger than the Creature they are Grappling.
  • Escape. While Grappled, you can attempt a Dexterity (Acrobatics) or Strength (Athletics) check contested by the Grappler's Strength (Athletics) check, ending the Grapple on a success.
  • Counter. The Condition ends if the Grappler is Incapacitated. The Condition also ends if an Effect removes the Grappled Creature from the reach of the Grappler or Grappling Effect, such as when a Creature is hurled away by the Thunder Wave Spell. The Grappler can also release a Grappled Creature whenever they like (no action required).

Hungover


  • Senses Affected. A Hungover Creature has Disadvantage on Wisdom (Perception) Checks made to see or hear.
  • Dexterity Checks & Saves Affected. A Hungover Creature subtracts 1d4 from any Dexterity Check or Saving Throw it makes.
  • Counter. Typically, a hungover creature counters the Hungover condition by (a) drinking water or (b) taking a Short Rest after at least 6 hours of activity or (c) taking magnesium supplements.

Hidden


  • Attacks Affected. A Hidden Creature has Advantage on Attack Rolls against Creatures it has successfully Hid from.
  • Untargetable. Hostile Creatures cannot Target the Hidden Creature with Attacks, harmful effects, or single-target spells against the they cannot see them, making any appropriate Wisdom (Perception) Checks to spot them, or removing sources of Obscuration the Hidden Creature uses to Hide, ending the Hidden Condition. Effects that Target an area, can still affect a Hidden Creature.

Incapacitated


  • Inactive. An Incapacitated Creature can't take Actions, Bonus Actions, or Reactions.
  • No Concentration. Your Concentration is broken and any Spell / Effect you were Concentrating on ends.
  • Speechless. You can't speak.
  • Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the Roll.

Invisible


  • Unseen. 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.
  • Attacks Affected. Attack Rolls against the Creature have Disadvantage, and the Invisible Creature’s Attack rolls have advantage.

Irradiated

Radiation's Effects


  • Healing Affected. An Irradiated creature can't regain Hit Points.
  • Hit Point Maximum Affected. An Irradiated Creature's Hit Points Maximum is reduced by any amount of Nuclear Damage they take, most commonly from the same source they become afflicted by this Condition from, such as a spell or attack.

Magnetized

Physical Attraction to Metal


  • Armor Restraining. A Magnetized Creature that is wearing a suit of heavy metal armor suffers from the Restrained Condition (this version of Restrained also forces the Creature to have Disadvantage on Strength saving throws as well).
  • Metallic Pull. Metallic items within 10 feet of the Magnetized Creature are pulled towards it and become stuck to it, as do any metal weapons, ammunition, or objects that isn't secured or being worn or held.
  • Ranged Weapons Affected. Any Ranged Attack made within 10 feet or against a Target within 10 feet of the Magnetized Creature that uses ammunition made wholly or partly from metal has Disadvantage on the Attack Roll if it isn't made against the Magnetized Creature. If the attack misses, the ammunition becomes stuck to the magnetized creature. If the Attack misses but could Hit the Magnetized Creature's AC, treat the Attack Roll as if it had Hit the Magnetized Creature instead, and deal damage accordingly.
  • Weapon Stuck. Any Attack made with a Metallic Weapon against the Magnetized Creature becomes stuck to the creature after impact. A stuck weapon can be removed by using an Action to make a successful Strength (Athletics) check (DC 15 or the Spellcaster's Spell Save DC if it originated from a spell effect).

Memory-Less

Memory-Loss / Amnesia


  • Amnesia. A Memory-Lessed Creature typically lacks memories, information, or proficiencies it may have previously had, whether (a) stolen from them and unrecoverable by any means other than taking them back from the stealer or (b) suppressed and can be successfully coaxed from their brain with familiar targets attempting to help the creature remember, prompting another attempt at an Intelligence saving throw against the effect that caused this condition, ending it on a success.
  • Rolls Affected. Typically, a Memory-Less creature must roll a d4 and subtract the number from any Ability Check or Saving Throw it makes. Memory-Less is typically a cumulative effect, which increases the die size by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20.
  • Uninformed. Atypically, a Memory-Less creature cannot be targeted by spells that would gather information from it, such as Speak with Dead.
  • Lifeless. Atypically, a Memory-Less creature cannot be raised / resurrected from the dead, as the soul would have no reason to return to life.

Nauseated

Mix of Poison-Lite + Incapacitated


  • No Action. A Nauseated Creature is forced to spend its Action retching and reeling.
  • Retching. A Nauseated Creature is unable to ingest anything, such as potions.
  • Counter. Tyypically, Nauseousness has a duration to which it ends, or after succeeding a Save.

Paralyzed


  • Inactive. A Paralyzed Creature is Incapacitated (see the Condition) and can’t move or speak.
  • Auto-Fail Dexterity and Strength Saves. The Creature automatically fails Strength and Dexterity Saving Throws.
  • Attacks Affected. Attack Rolls against the Creature have Advantage.
  • Close Proximity Critical Attacks. Any Attack that hits the Creature is a Critical Hit if the Attacker is within 5 feet of the creature.

Petrified


  • Transformation. 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.
  • Inactive. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attacks Affected. Attack Rolls against the Petrified Creature have Advantage.
  • Auto-Fail Dexterity and Strength Saves. The Petrified Creature automatically fails Strength and Dexterity Saving Throws.
  • Damage Resistance. The creature has Resistance to all damage.

  • Immunity. The Creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned


  • Poisoned. A Poisoned Creature has Disadvantage on Attack rolls and Ability Checks.
  • Spell Saves Affected. The Poisoned Creature subtracts Four (-4) from the Spell Save DC of any Spell they cast with Spell Components while Poisoned, being unable to cast effectively.

Possessed

Soul-Anchored / Haunted


  • Commanded. A Possessed Creature loses control of their body, but the creature isn't deprived of its awareness.
  • Transformation. Typically, the Possessor of the Possessed Creature can't be targeted by any Attack, Spell, or other effect, except ones that turn their creature type (undead, fiend, etc.), and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the Possessed Target's Statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
  • Counter. Typically, the Possession lasts indefinitely until its Countered by either (a) the possessed creature drops to 0 hit points or (b) the possessor is turned or forced out by an effect like dispel evil or good. The Possessor reappears in an unoccupied space within 5 feet of the body. The Possessed Creature is immune to the Possessed Condition of that Possessor's ability for 24 hours.
  • Atypically, the Possessor can end the Possessed condition on the Possessed Creature as a bonus action.

Prone


  • Crawling Movement. A Prone Creature’s only Movement option is to crawl, unless it stands up and thereby ends the Condition.
  • Attacks Affected. The creature has Disadvantage on Attack rolls.
  • Close Proximity Attacks Advantage. All Melee Attack Rolls against the Prone Creature has Advantage. Other types of Attack Rolls have Advantage only if they are made within 5 feet of the Creature. Otherwise, the Attack Roll has Disadvantage.

Restrained


  • Speed 0. A Restrained Creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attacks Affected. Attack Rolls against the Creature have Advantage, and the Creature’s Attack Rolls have Disadvantage.
  • Dexterity Saves Affected. The Restrained Creature has Disadvantage on Dexterity Saving Throws.
  • Spell Saves Affected. The Restrained Creature subtracts Four (-4) from the Spell Save DC of any Spell they cast with Spell Components while Restrained, being unable to cast effectively.

Stinky

Stench / Stank Aura


  • Smell-less. A Stinky Creature becomes unable to smell or benefit from traits that require smell to grant their benefits.
  • Stank Range. A Stinky Creature emanates a Stench Aura out to 5 or 10 feet.
  • Vile Smell. Atypically, Creatures who enter or start their turn within the Stinky Creature's Stench Aura (including the itself) must succeed on a Saving Throw or become Poisoned until the start of the Stinky Creature's next turn. On a successful saving throw, the Creature cannot be poisoned by this effect for 1 hour.
  • Immunity. Creatures that don't need to breathe are typically immune to this Condition.

Sluggish

Some abilities, effects, and hazards can lead to a special condition called Sluggish. While you are subjected to the Sluggish Condition, you experience the following effects:


  • Levels of Sluggish. This Condition is cumulative. Each time you receive it, you gain 1 Level of Sluggish. Some effects can increase this level more. You gain the Exhausted Condition if your Sluggish Level exceeds 10.
  • Speed Affected. For every Level of Sluggish you have, reduce your Total Movement Speed by 10 feet. This counts towards all forms of Movement (climbing, flying, swimming, jumping, etc).
  • Counter. Any effect that removes the Sluggish Condition is specified in the effect's description. When your Sluggish Level reaches 0, you no longer suffer from the Sluggish Condition. A Spell like Freedom of Movement makes you immune to the Sluggish Condition.

Stunned


  • Inactive. A Stunned Creature is Incapacitated (see the Condition), can’t move, and can speak only falteringly.
  • Auto-Fail Dexterity and Strength Saves. The Stunned Creature automatically fails Strength and Dexterity Saving Throws.
  • Attacks Affected. Attack Rolls against the Stunned Creature have Advantage.

Surprised


  • Unresponsive. A Surprised Creature is can't take Actions, Bonus Actions, and can’t move on their first turn in combat. They are unable to take Reactions until the end of that turn.

Surprising a Party. A member of a group can be surprised even if the other members aren't.

Threatened

In Melee


  • Threatening Reach. A Threatening Creature creates an area to which they impose, typically from Reach they have with Melee Weapons. Whenever a Hostile Creature enters this Reach, they gain the Threatened Condition.
  • Ranged Attacks Affected. A Threatened Creature has Disadvantage on all Ranged Attacks while within 5 feet of the Threatening Creature. Features such as Crossbow Expert or Gunner remove the Disadvantage with Ranged Attacks.
  • Opportunity Attacks. When a Threatened Creature spends their movement to leave out the Threatening Creature's Reach, the Threatening Creature can make an Attack against them as a Reaction with the melee weapon they are wielding, unless the Threatened Creature has features that ignore Opportunity Attacks such as Disengage.

Vigorous

Positive-Energy Manifest


  • Healing Affected. The Vigorous Creature adds 1d4 to the result of any rolled healing (spells like cure wounds or natural like Hit Dice) it receives.
  • Fearless. Typically, a Vigorous Creature is also immune to the Frightened condition.

Unconscious


  • Inactive. An Unconscious Creature is Incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Falling Unconscious. The Unconscious Creature drops whatever it’s holding at its feet and falls Prone.
  • Auto-Fail Dexterity and Strength Saves. The Unconscious Creature automatically fails Strength and Dexterity Saving Throws.
  • Attacks Affected. Attack Rolls against the Unconscious Creature have Advantage (see Prone).
  • Close Proximity Attacks Crit. Any Attack that Hits the Unconscious Creature is a Critical Hit if the Attacker is within 5 feet of the creature or is making a Melee Attack.
 

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