CONDITIONS & STATES

Addled

  • You have Disadvantage on Intelligence, Wisdom, and
    Charisma attack rolls, ability checks, and saving throws.

Baned [X]

  • Roll the die indicated by the condition, such as “baned 1d4” each time you make an attack roll or saving throw. Subtract the value on the die from the result.

Bewildered

  • You can’t cast spells, except for cantrips with a casting time of
    1 action.

Blessed [X]

  • Roll the die indicated by the condition, such as “blessed 1d4” each time you make an attack roll or saving throw. Add the value on the die from the result.

Bloodied

  • You’re wounded. A creature is Bloodied while it has half its Hit Points or fewer remaining.

Bleeding [X]

You're losing blood from an open wound.

  • Ongoing Damage. At the end of each of your turns, you lose Hit Points. The number of Hit Points lost is indicated by the condition, such as “Bleeding 2d4.”

  • Regaining Hit Points. The condition ends if you regain any Hit Points.

  • Medical Treatment. You or another creature within 5 feet of you can spend an action and use a healer's kit to staunch the bleeding (no check required), ending the condition.

Burning [X]

You are on fire or covered in acid.

  • Ongoing Damage. At the end of each of your turns, you take damage. The damage type and amount are indicated by the condition, such as “Burning (4d6 Fire)” or “Burning (2d4 Acid).”

  • Ending the Condition. The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as being submerged in water).

Clumsy

  • You have Disadvantage on attack rolls.

Dazed

  • You can move or take an action on your turn, not both. You can’t take Bonus Actions.

Defenceless

  • Attack rolls against you have Advantage.

Distracted

  • You can't take Reactions.

Enfeebled

  • You have Disadvantage on Strength attack rolls, ability checks, and saving throws

Entangled [X]

You’re ensnared by vines or ropes.

  • You’re immobilized and defenceless.

  • You or another creature can use an action to free you. To do so, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the condition ends. This condition ends on you if take 10 fire or slashing damage.

  • The DC is indicated by the condition, such as Entangled (DC 15).

Frozen [X]

You’re partially encased in ice:

  • You’re immobilized and defenceless.

  • You’re vulnerable against bludgeoning damage.

  • You or another creature use an action to break the ice away. To do so, the creature must succeed on a Strength (Athletics) check. On a successful check, the condition ends. The DC is indicated by the condition, such as Frozen (DC 15).

  • This condition ends on you if you take 20 bludgeoning or fire damage.

Immobilised

  • Your speed becomes 0, and you can’t benefit from any bonuses to your speed.

  • If you’re flying when you become immobilized, you fall.

Impaired

  • You have disadvantage on ability checks.

Incorporeal

  • You are resistent to damage from nonmagical attacks.

  • You can move move through objects and other creatures but must end movement in an empty space.

Infested [X]

  • You’re distracted, slowed, and dazed.

  • At the start of each of your turns, the value of the condition increases by 10.

  • You or another creature can spend an action to remove the infestation. You then take damage equal to the current value of the condition.

  • If the value of the condition exceeds your current hit points, you die.

  • A lesser restoration spell or similar magic also ends the condition.

Marked

  • You have disadvantage on attack rolls against all creatures except the creature who gave you this condition.

  • You can only be marked by one creature; if a different creature marks you, the marked condition from the previous creature is replaced by that of the new one.

Off-Balance

  • You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.

Shocked

  • You’re dazed and defenceless.

  • You drop whatever you’re holding in your hands.

  • You must spend an action to draw, stow, or pick up an object.

Sickened

  • You have Disadvantage on Constitution saving throws.

Slowed

  • Your Speed is halved.

Staggered

  • You can’t make more than one weapon attack during your turn, regardless of your class features, spells, or magic items.

Vulnerable

  • Any attack that hits you is a critical hit.

Weakened

  • You deal half damage with weapon attacks and spells.

Blinded

  • Can’t See. You can’t see and automatically fail any ability check that requires sight.

  • Attacks. You are defenceless and clumsy.

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.

Deafened

  • Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.

Frightened

  • Ability Checks and Attacks Affected. You are clumsy and impaired 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

  • You are immobilised.

  • You are clumsy 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.

  • The condition ends if an effect removes you from the reach of the grappler or grappling effect or if the grappler is incapacitated.

Hidden

  • Moving Stealthily. A successful Stealth check makes you hidden. While Hidden, you must move at half your speed, or you are no longer Hidden.

  • Concealed. Other creatures are not aware of your location. You aren’t affected by any effect that requires its target to be seen or to know where you are.

  • Surprise. If you’re Hidden when you roll Initiative, you have Advantage on the roll.

  • Attacks Affected. You cannot be targeted with attacks. Your attack rolls have Advantage.

  • Undetected. If another creature senses where you are, you are not longer Hidden to that creature.

  • You can end this condition at any time you wish by revealing yourself (no action required).

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.

Invisible

  • Invisible. You are physically invisible. 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.

  • Unseen. You have Advantage on Stealth checks to become hidden.

  • Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.

  • 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.

Paralyzed

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.

  • You are incapacitated.

  • You are immobilised.

  • You are defenceless.

  • 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

Prone

  • You are slowed and can only crawl.

  • You are clumsy and defenceless.

  • You can end the condition by spending 15 ft. of movement to stand up.

Restrained

Stunned

  • You are incapacitated and defenceless.

  • Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

Surprised

  • You have disadvantage on initiative checks.

  • You are dazed and distracted.

  • You lose this condition at the end of your turn.

Unconscious

  • You are incapacitated, prone, immobilised, and defenceless.

  • You are vulnerable to attacks made from within 5 feet of you.

  • Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.

  • Unaware. You’re unaware of your surroundings.

Dying

When you are reduced to 0 hit points, you begin dying. While dying:

  • You are immobilised, prone, distracted, and impaired.

  • You are clumsy and cannot gain advantage on your attacks.

  • You cannot concentrate on spells.

  • You cannot cast spells or use abilities that heal yourself in any way.

  • You automatically fail Strength and Dexterity saving throws.

  • You can only use your action to take a limited action (listed below) and cannot use your bonus action or object interaction.

When you begin dying, you gain 1 level of exhaustion.

At the start of your turn, you make a death saving throw.

While dying, you can take one of the following Limited Actions:

  • Crawl. You crawl 10 feet.

  • Attack. You make a single attack.

  • Cantrip. You cast a cantrip. If it deals more than one die of damage, the damage is halved.

  • Gather Strength. You gather your strength and attempt to cling to life. When you make your death saving throw at the start of your next turn, the critical success range of that death saving throw is expanded to 20 minus your CON modifier (minimum 1).

  • Interaction. Interact with the environment or another player.

  • Play Dead. Attempt to play dead by making a Performance check (at disadvantage). Any creature within 15 feet can choose to contest this roll as a Reaction (or an Action on their turn) with an Insight check to discern if you are alive. On a fail, they regard you as a corpse until you take another action.

  • Find an Item. To use an item, you must first spend an action to find and prepare it. If another creature gives you the item, disregard this.

  • Use an Item. After using the Find an Item action, you can attempt to use it. To succesfully use an item, you must make a DC12 CON check. On a fail, you drop the item and it is destroyed. If the item cannot be easily destroyed, it is instead knocked 10 feet in a direction chosen by the DM.
    If you attempt to use an item while within the reach of an enemy creature, it can make a special attack of opportunity against you. On a hit, you take no damage but fail the save.

  • Last Stand. You choose to take a last stand. On your turn while dying, as a limited action, you can choose to make a last stand. You immediately regain your regular action, bonus action, reaction, and half your speed, and stand up from prone. You can take this turn and following turns as you normally would but must make a death saving throw at disadvantage at the start of each of your turns. You have disadvantage on strength and dexterity saving throws but do not automatically fail. If you take damage from any source, you fail one death saving throw. If you fail three death saving throws you die or become mortally wounded.

Mortally Wounded

If you fail your death saving throws you are mortally wounded if your DM and you decide the character does not immediately die. You are mortally wounded until you decide to move on or your DM decides you have passed.

You are considered Unconscious but can speak and are partly aware of your surroundings. You cannot be healed or stabilised. Spells such as Revivify can only be cast up to a minute after you failed your last death saving throw.

After having a final moment, you die.

Remembrance of the Fallen

When a character dies in battle, if they have enough memories with their allies who are still fighting (at the DM's discretion), they may inspire their allies to continue battling in their name. The fallen character remains in the initiative order, and takes a Fallen Action at the start of their turn until the battle ends. If the character cannot invoke an appropriate memory, they lose their Fallen Action for that turn without any effect:

  • Remember Me: The fallen ally's memory inspires. The Fallen character narrates a meaningful past scene with one ally who is still fighting, granting that ally a Bardic Inspiration die. The die size depends on the Fallen character's level: 1d6 (below level 5), 1d8 (level 5-9), 1d10 (level 10-14), or 1d12 (level 15+).

  • Keep My Memory: The memory of fighting side by side grants resilience. The Fallen character narrates a scene of camaraderie, granting an ally 1d10 + the Fallen character's level in temporary hit points.

  • Full Speed Ahead: The memory of their ally's unyielding determination pushes them forward. The Fallen character narrates a moment of drive and determination, allowing one ally to immediately move up to their speed without provoking opportunity attacks.

  • Suffering: The fallen ally's pain and sacrifice ignite a fiery resolve. The Fallen character narrates a moment of shared struggle, granting an ally resistance to all damage until the start of their next turn.

  • Not Sorry For Loving: The bond of love romantic, or fraternal, fuels one final push. The Fallen character narrates a deeply emotional memory of love and care, granting an ally an extra Action on their next turn. This action ends the Fight For the Fallen state for the character as the spirit departs with a final shared moment of triumph.

  • Last Laugh: The memory of camaraderie inspires all allies to their fullest. The Fallen character narrates a moment of humor or victory they all had together, granting all allies in battle the effects of one of 'Remember Me,' 'Keep My Memory,' 'Full Speed Ahead,' or 'Suffering.' This action can only be taken once.

A character can only enter the Fight For the Fallen state once.