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Condition/List

From Kronopolis and the Flat Plane

Blinded

Blinded


Bloodied

Bloodied

  • When a creature is at half hit points they gain this condition.

Charmed

Charmed

  • The charmer have advantage when socially interacting with you.
  • You cannot do any harmful actions targeting the charmer.

Deafened

Deafened

  • You fail all actions requiring hearing.

Dying

Dying

Exhaustion contest DL = 10 + (2 × exhaustion level)
Exhaustion
Level
DL
0 10
1 12
2 14
3 16
4 18
5 20
6 22
7 24
8 26
9 28

Frightened

Frightened

  • You cannot willingly move towards the source of your fear.

Hemorrhage

Hemorrhage

  • At the start of your turn and when you use an action to physically move, you must succeed with a Fortitude save or you roll a Hit Dice and suffer the value as damage (this does not consume a hit dice).

Immobilized

Immobilized

  • Your speed is 0, and cannot benefit from any bonuses to your speed.

Incapacitate

Incapacitate


Invisible

Invisible

  • You are invisible to normal sight.
    • Magical or special abilities are required to see you.
    • You still make noise and leave tracks.
  • Attacks against you have Disadvantage.

Madness

Madness

  • You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
    • Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
    • Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
    • Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.

Paralyzed

Paralyzed

  • You have the Incapacitated condition.
  • You cannot move nor speak.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage
  • Any attack that hits you are critical if they are made from within 5 feet of you.

Petrified

Petrified

  • You have the Incapacitated condition.
  • You cannot move, speak or comprehend your surroundings.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage.
  • You have Resistance to all damage.
  • You are immune to Poisons and Diseases.
    • Poisons and diseases your are already suffering from are suspended until you loose the Petrified condition.

Poisoned

Poisoned


Prone

Prone

  • Attack rolls against you has disadvantage if they are made from further than 2 meters away from you.

Restrained

Restrained


Rooted

Rooted

  • You have the Immobilized condition.
  • You cannot move willingly nor unwillingly.

Slowed

Slowed

  • All movement has double the cost.

Stunned

Stunned


Unconscious

Unconscious

  • You have the Incapacitated and Prone condition.
  • You cannot move, speak nor comprehend your surroundings.
  • You fail all Strength and Dexterity saving throws.
  • Attack rolls against you have Advantage.
  • Any attack that hits you are critical if they are made from within 5 feet of you.


Note! Attacks targeting you do not have Disadvantage due to the Prone condition when you are Unconscious.