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# Appendix A: Conditions
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[[02 šµ Blinded]]
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[[03 š” Charmed]]
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[[04 šµ Cover]]
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[[05 šµ Deafened]]
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[[06 šµ Exhaustion]]
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[[07 šµ Flanked]]
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[[08 šµ Frightened]]
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[[09 š” Grappled]]
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[[10 šµ Incapacitated]]
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[[11 š” Invisible]]
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[[12 š” Paralyzed]]
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[[13 š” Petrified]]
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[[14 šµ Prone]]
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[[15 š” Restrained]]
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[[16 šµ Silenced]]
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[[17 šµ Stunned]]
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[[18 šµ Surprised]]
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[[19 šµ Threatened]]
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[[20 šµ Unconscious]]
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[[21 šµ Wet]]
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# Blinded
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- A blinded creature can't see and automatically fails any skill check that requires sight.
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- Attack rolls against a blinded creature have advantage, and a blinded creature's attack rolls have disadvantage.
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# Charmed
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- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
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- š”The charmer has advantage on any ability check to interact socially with the creature.
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# Cover
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- When a creature is attacked while in cover, from the direction of the cover, any damage taken is dealt to the cover rather than the character.
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- Cover only protects characters when they are attacked from the same direction as the cover. If your back is to a wall you can still be stabbed in the stomach.
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# Deafened
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- A deafened creature can't hear and automatically fails any ability check that requires hearing.
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-
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# Exhaustion
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Exhaustion measures a characters ability to function at the standard level.
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Every day that players don't complete a long rest they must make 2 Exhaustion Checks.
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When a player completes an Uncomfortable Long Rest they must make 1 Exhaustion Check.
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A creature suffers the effect of its current level of exhaustion as well as all lower levels. This means that with 3 levels of Exhaustion a character suffers the consequences of level 1, 2, and 3.
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Some special abilities and environmental hazards can also cause a player to need to make an exhaustion check.
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# Exhaustion Checks
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The difficulty of an Exhaustion check is based on the number of checks that have been made since the last Comfortable Long Rest. Exhaustion checks are a Stamina + Resolve check. The difficulty is equal to 2 + twice the number of checks rolled since the previous Comfortable Long Rest. When a character completes a Comfortable Long rest the number of checks made resets to 0 and the character decrease their exhaustion level by 1.
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# Exhaustion Levels
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| Level | Consequence |
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| ----- | ------------------------------------------ |
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| 1 | -2 to Physical and Mental Checks and Saves |
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| 2 | Disadvantage on skill checks |
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| 3 | Speed halved |
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| 4 | Willpower maximum halved |
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| 5 | Health maximum halved |
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| 6 | Disadvantage on attack rolls and saves |
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| 7 | -2 to Spiritual checks |
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| 8 | Speed reduced to 0 |
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| 9 | Willpower reduced to 0 |
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| 10 | The character dies |
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# Flanked
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A character is flanked when two or more enemies are causing the character to be threatened. All melee attacks against a flanked character have advantage.
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# Frightened
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- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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- The creature can't willingly move closer to the source of its fear.
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# Grappled
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- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
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- The condition ends if the grappler is incapacitated.
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- 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 some effect.
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# Incapacitated
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- An incapacitated creature can't take actions.
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# Invisible
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- An invisible creature is impossible to see without the aid of magic or a special sense. A creature with the invisible condition can always attempt to hide (š”) and has advantage on [[02 šµ Skill Descriptions#Stealth|Stealth]] checks to do so. The creature's location can be detected by any noise it makes or any tracks it leaves.
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- Attack rolls against an invisible creature have disadvantage, and an invisible creature's attack rolls have advantage.
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# Paralyzed
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- A paralyzed creature is incapacitated and can't move or speak.
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- The creature automatically fails Physical checks and saves.
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- Attack rolls against a paralyzed creature have advantage.
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- Any attack that hits a paralyzed creature is a critical hit of the attacker is within 5 feet of the creature.
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# Petrified
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- A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
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- The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
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- Attack rolls against a petrified creature have advantage.
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- The creature automatically fails Physical checks and saves.
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- The creature has resistance to all damage.
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- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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# Prone
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- A prone creature's only movement options are to crawl or to stand up.
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- The creature has disadvantage on attack rolls.
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- An attack roll against the prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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# Restrained
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- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
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- Attack rolls against a restrained creature have advantage, and a restrained creature's attack rolls have disadvantage.
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- The creature has disadvantage on Agility checks and saves.
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# Silenced
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- A silenced creature is unable to make noise and can not be detected by audio means.
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- The creature can not communicate verbally.
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# Stunned
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- A stunned creature is incapacitated, can't move, and can speak only falteringly.
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- The creature automatically fails Physical checks and saves.
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- Attack rolls against a stunned creature have advantage.
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# Surprised
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- A surprised creature doesn't receive AP until the end of its first turn in combat.
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# Threatened
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When a character is within melee range of one or more enemies that character is threatened. A threatened character has disadvantage on all ranged attacks.
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# Unconscious
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- AN unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
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- The creature drops whatever it's holding and falls prone.
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- The creature automatically fails Physical checks and saves.
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- Attack rolls against an unconscious creature have advantage.
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- Any attack that hits an unconscious creature is a critical hit if the attacker is within 5 feet of the creature.
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# Wet
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- A creature that is wet has vulnerability to Cold and Electric damage.
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