Conditions & Status Effects

Core Conditions

Blinded

  • Auto-fail sight-based checks
  • Attacks have disadvantage
  • Attacks against you have advantage
  • -10 to Passive Perception

Charmed

  • Cannot attack or target charmer with harmful effects
  • Charmer has advantage on social checks against you
  • Ends if charmer or charmer's allies harm you

Dazed

  • Can take either actions OR movement on your turn, not both
  • Cannot take reactions
  • Disadvantage on attack rolls
  • Ends at the end of your next turn unless specified otherwise

Deafened

  • Auto-fail hearing-based checks
  • -10 to Passive Perception

Flat-Footed

  • Lose AGI bonus to Defense Value (DV)
  • Cannot use reactions
  • Triggered by being surprised, caught unaware, or specific abilities

Frightened

Frightened is always tied to a specific source.

  • Disadvantage on checks and attacks while source is visible
  • Cannot willingly move closer to source
  • -2 to DV while source is visible

Grappled

  • Speed becomes 0
  • Cannot benefit from speed bonuses
  • Ends if grappler is incapacitated or moved out of reach
  • Escape: Use 1 action, contested check (Athletics or Acrobatics) vs grappler's Athletics

Incapacitated

  • Cannot take actions or reactions
  • Lose concentration on spells

Invisible

  • Impossible to see without special senses
  • Attacks have advantage
  • Attacks against you have disadvantage
  • Leave visual tracks (footprints, disturbed objects)

Paralyzed

  • Incapacitated, can't move or speak
  • Auto-fail MIG and AGI saves
  • Attacks against you have advantage
  • Melee hits within 5 feet are automatic crits

Petrified

  • Transformed to stone
  • Incapacitated, can't move or speak
  • Unaware of surroundings
  • Resistance to all damage
  • Immune to poison/disease
  • Weight increases by factor of 10

Poisoned

  • Disadvantage on attack rolls
  • Disadvantage on ability checks
  • May have additional effects depending on poison type

Prone

  • Can only crawl (half speed) or stand (costs 1 action)
  • Disadvantage on attack rolls
  • Melee attacks against you have advantage
  • Ranged attacks against you have disadvantage

Restrained

  • Speed becomes 0
  • Attacks have disadvantage
  • AGI saves have disadvantage
  • Attacks against you have advantage

Stunned

  • Incapacitated, can't move
  • Can speak falteringly (DM discretion)
  • Auto-fail MIG and AGI saves
  • Attacks against you have advantage

Unconscious

  • Incapacitated, can't move or speak
  • Unaware of surroundings
  • Drop everything held, fall prone
  • Auto-fail MIG and AGI saves
  • Attacks have advantage
  • Melee hits from within 5 feet are automatic crits

Exhaustion System

Exhaustion is a cumulative condition with six levels. Effects of all levels apply simultaneously.

Exhaustion Levels

Level 1: Fatigued

  • Disadvantage on ability checks
  • -5 feet movement speed

Level 2: Weary

  • All Level 1 effects
  • Disadvantage on attack rolls
  • Maximum carrying capacity halved

Level 3: Drained

  • All previous effects
  • Disadvantage on saving throws
  • Maximum HP reduced by 25%
  • Cannot benefit from temp HP

Level 4: Severely Weakened

  • All previous effects
  • Movement speed halved
  • Maximum HP reduced by 50% (replaces 25% from Level 3)
  • Cannot take reactions

Level 5: Critically Exhausted

  • All previous effects
  • Speed reduced to 5 feet
  • Cannot concentrate on spells or effects
  • Disadvantage on death saving throws
  • Max HP reduced by 75%

Level 6: Death

  • Character dies from complete exhaustion

Gaining Exhaustion

Environmental Sources

  • 24 hours without sleep: 1 level
  • 3 days without food: 1 level per day thereafter
  • 1 day without water: 1 level per day (2 levels per day in hot environment)
  • Extreme heat exposure (1+ hour): Fortitude save DC 15 or 1 level
  • Extreme cold exposure (1+ hour): Fortitude save DC 15 or 1 level
  • High altitude sickness: 1 level per day above threshold

Activity Sources

  • Forced march beyond 8 hours: Fortitude save DC 10 + hours beyond 8, or 1 level
  • Swimming/climbing for extended period: Fortitude save DC 15 every hour or 1 level
  • Running at sprint speed for 10+ minutes: 1 level

Combat and Ability Sources

  • Some spells/abilities inflict exhaustion
  • Sandevistan implant causes 1 level after use
  • Critical Burnout from magic causes 1-2 levels
  • Diseases may cause exhaustion as symptom

Resurrection

  • Being raised from dead: 3 levels of exhaustion

Removing Exhaustion

Normal Recovery

  • Short Rest (8 hours): Remove 1 level of Exhaustion if at level 1-2 only; levels 3+ require a Long Rest
  • Long Rest (7 days): Remove all levels of Exhaustion
  • Requires adequate food, water, shelter
  • Must not gain new exhaustion during rest

Accelerated Recovery

  • Medical Treatment: Medicine check DC 20, patient removes 1 additional level at next long rest (once per day)
  • Greater Restoration (5th-level spell): Remove 1 level instantly

Fatigue vs. Exhaustion

Fatigue is a minor, temporary condition distinct from the Exhaustion track.

Fatigue:

  • Gained from minor overexertion (sprinting, short combat)
  • Single effect: -2 to MIG and AGI checks
  • Removed by 10-minute rest
  • If you gain Fatigue while already Fatigued, it becomes Exhaustion 1

Exhaustion:

  • Gained from serious deprivation or overuse
  • Stacking levels with escalating penalties
  • Removed only by Long Rests or magic

Interaction with Other Conditions

Stacking Disadvantages

  • Exhaustion levels 1, 2, and 3 impose various disadvantages
  • These DO stack with disadvantages from other sources (still roll only 2d20, take lowest)

Healing Reduction

At high Exhaustion levels, healing is less effective:

  • Exhaustion 4: Healing restores 75% normal HP
  • Exhaustion 5: Healing restores 50% normal HP

Combat Danger

  • Exhaustion 5 makes you extremely vulnerable in combat
  • Avoiding combat is highly recommended at this level