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# Appendix A: Conditions
[[02 šŸ”µ Blinded]]
[[03 🟔 Charmed]]
[[04 šŸ”µ Cover]]
[[05 šŸ”µ Deafened]]
[[06 šŸ”µ Exhaustion]]
[[07 šŸ”µ Flanked]]
[[08 šŸ”µ Frightened]]
[[09 🟔 Grappled]]
[[10 šŸ”µ Incapacitated]]
[[11 🟔 Invisible]]
[[12 🟔 Paralyzed]]
[[13 🟔 Petrified]]
[[14 šŸ”µ Prone]]
[[15 🟔 Restrained]]
[[16 šŸ”µ Silenced]]
[[17 šŸ”µ Stunned]]
[[18 šŸ”µ Surprised]]
[[19 šŸ”µ Threatened]]
[[20 šŸ”µ Unconscious]]
[[21 šŸ”µ Wet]]
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# Blinded
- A blinded creature can't see and automatically fails any skill check that requires sight.
- Attack rolls against a blinded creature have advantage, and a blinded creature's attack rolls have disadvantage.
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# Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- 🟔The charmer has advantage on any ability check to interact socially with the creature.
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# Cover
- 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.
- 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
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
-
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# Exhaustion
Exhaustion measures a characters ability to function at the standard level.
Every day that players don't complete a long rest they must make 2 Exhaustion Checks.
When a player completes an Uncomfortable Long Rest they must make 1 Exhaustion Check.
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.
Some special abilities and environmental hazards can also cause a player to need to make an exhaustion check.
# Exhaustion Checks
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.
# Exhaustion Levels
| Level | Consequence |
| ----- | ------------------------------------------ |
| 1 | -2 to Physical and Mental Checks and Saves |
| 2 | Disadvantage on skill checks |
| 3 | Speed halved |
| 4 | Willpower maximum halved |
| 5 | Health maximum halved |
| 6 | Disadvantage on attack rolls and saves |
| 7 | -2 to Spiritual checks |
| 8 | Speed reduced to 0 |
| 9 | Willpower reduced to 0 |
| 10 | The character dies |
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# Flanked
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
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
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# Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- 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 some effect.
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# Incapacitated
- An incapacitated creature can't take actions.
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# Invisible
- 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 (🟔) and has advantage on [[02 šŸ”µ 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.
- Attack rolls against an invisible creature have disadvantage, and an invisible creature's attack rolls have advantage.
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# Paralyzed
- A paralyzed creature is incapacitated and can't move or speak.
- The creature automatically fails Physical checks and saves.
- Attack rolls against a paralyzed creature have advantage.
- 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
- 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.
- The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- Attack rolls against a petrified creature have advantage.
- The creature automatically fails Physical checks and saves.
- The creature has resistance to all damage.
- 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
- A prone creature's only movement options are to crawl or to stand up.
- The creature has disadvantage on attack rolls.
- 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
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against a restrained creature have advantage, and a restrained creature's attack rolls have disadvantage.
- The creature has disadvantage on Agility checks and saves.
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# Silenced
- A silenced creature is unable to make noise and can not be detected by audio means.
- The creature can not communicate verbally.
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# Stunned
- A stunned creature is incapacitated, can't move, and can speak only falteringly.
- The creature automatically fails Physical checks and saves.
- Attack rolls against a stunned creature have advantage.
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# Surprised
- A surprised creature doesn't receive AP until the end of its first turn in combat.
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# Threatened
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
- AN unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Physical checks and saves.
- Attack rolls against an unconscious creature have advantage.
- 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
- A creature that is wet has vulnerability to Cold and Electric damage.