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