CONDITIONS
Fatigued
Fatigue is weakness due to short-term exertion. Fatigue adds penalties to any physical actions--typically those that use strength, dexterity, or constitution bonuses. This includes attacks, skill checks, saves, and some abilities (though not damage). Fatigue cannot be increased beyond level 3. If you are at level 3 and an effect imposes more fatigue, you instead take 3 points of Constitution damage. A short rest removes level 2 or 3 fatigue. A long-rest removes level 1 fatigue.
Level | Penalty to Physical Rolls | Movement |
1 | -1 to physical rolls | -- |
2 | -2 to physical rolls | Cannot charge |
3 | Disadvantage on physical rolls | Half speed |
Frightened
Fear may be caused by natural (failed WIS save) or unnatural means (spells, special abilities). Anyone afflicted with fear takes disadvantage on attacks or saves made against the source of the fear. They also get disadvantage on all skill checks while frightened. A player feels fear in different degrees. As fear increases, so do the effects of that fear. Unless otherwise stated, creatures with fear get new saving throws against the fear each round. If successful, their fear levels drop by 1.
Level | Movement | Other Effects |
1 | -- | Disadvantage |
2 | Cannot approach source of fear | Disadvantage |
3 | Must use entire movement action to move away from source of fear, or cower if not possible | Disadvantage |
4 | Must use movement and standard action to move away from source of fear, or cower if not possible | Disadvantage, full-round fleeing, drop what you are holding |
- Turned
: Affected by a turn undead attempt. Turned undead are automatically at level
4 Fear for 1 minute. If attacked the fear effect is removed.
- Cowering:
Any creature at Frightened 3 or greater who cannot move away from the source of fear, is immobile and considered cowering in fear.
Grappled
Certain effects restrict a player’s ability to perform actions, move, and function. Some of these are magical, while others, like grappling, are a physical attempt at restraint. See Combat for rules on initiating and escalating a grapple.
Level | Name | Movement | Attacks | Defense | Dex Saves | Magic |
1 | Grappled | Limited | Normal | Normal | Normal | Concentration Check |
2 | Dominated | None | Disadv. | Adv. against | Disadv. | Concentration Check |
3 | Restrained | None | None | Helpless | Failed | Concentration (V only) |
- Grappled
- All grappled creatures have a movement of 0, though grappled opponents can move by making a grapple check (see below). Grappled creatures are not considered flat-footed. Grappled creatures also require a concentration check (DC 15+spell level) to cast magic.
- Dominated
- In addition to grappled effects, dominated creatures can no longer move or throw their opponents. They attack at disadvantage and are attacked at advantage. All dexterity saves are also made at disadvantage.
- Restrained
- Restrained opponents cannot take most physical actions. They auto-fail dex saves and checks, and they are considered helpless in combat. Restrained creatures are limited to spells with only verbal components.
NPC Attitude
NPC interactions can be roleplay-driven, can rely heavily on game mechanics and skill checks, or any mix of the two. The way you handle social encounters depends entirely on your group and how you prefer to play the game. Even if your group prefers NPCs interactions based mostly on roleplay and clever bargaining, it is sometimes helpful to understand how magic or other abilities might cause an NPC to act in a way that is different from their typical motivations and interests. NPC attitudes offer a quick and dirty means of classifying an NPCs relationship to the party, making it easier to see how magic or other effects might change that.
The attitude levels below summarize an NPCs willingness to help or harm you. If you prefer it, you can use persuasion checks instead of roleplay to influence a NPCs and change their attitude toward you. To do so, make a persuasion check against the DC listed below. If you hit the DC, the NPCs attitude improves by 1 level. If you succeed by more than 5, then the NPC improves by two levels. If making this check without roleplay, assume the interaction takes a minute or so. Alternately, you and the GM could roleplay the interaction, giving you the chance to persuade or bargain on your own. In this case, the GM will roleplay with you and make a mental note of how your roleplay choices change the NPCs attitude.
Some magic spells and effects impose a change in attitude level on NPCs. Using the guidelines and definitions below, the GM will be able to evaluate how the NPCs willingness to help you changes. If an NPCs attitude changes to a degree that its new behavior runs contrary to its natural inclinations and motivations, then it is likely to realize that it has been the target of a magical effect after it wears off. This does not apply if a spell explicitly says otherwise, though.
Attitude | Level | Check DC | Definition |
Helpful | 1 | 0 + target's CHA modifier | Willing to help you, even if it involves personal risk, effort, or property. They might fight by your side, give you a small gift, take social risks to speak on your behalf, heal you, etc. |
Friendly | 2 | 10 + target's CHA modifier | Wishes you well, but not necessarily willing to sacrifice their own wellbeing to aid you. May still aid you in small ways that don't inconvenience them. |
Indifferent | 3 | 15 + target's CHA modifier | Doesn't have strong feelings about you |
Unfriendly | 4 | 20 + target's CHA modifier | Wishes you ill, but not necessarily willing to sacrifice their own wellbeing to harm you. May still try to harm you in small ways that don’t inconvenience them. |
Hostile | 5 | 25 + target's CHA modifier | Willing to harm you, even if it involves personal risk, effort, or property. They might attack you, interfere with your plans, take social risks to undermine you, etc. |
Cover
At times an opponent may be hard to hit because he is partially covered by an obstacle, a melee attack, obscured vision, or other situations. Cover affects how hard it is to hit a target. Cover may be visual (concealment) or physical (cover). Physical cover is simply approximated by the GM (i.e. half the body is behind a wall, so the target has half cover). Visual cover adds 1/4 cover for dim light and 3/4 with no vision (when dark, invisible, etc.). Physical and visual cover stack.
Cover increases the chance that your attack simply misses. Before each attack roll, you first make a Cover Roll (an unmodified d20 roll) to determine whether your attack makes it through the cover. If successful, you can then roll your regular attack roll. The DC for the Cover Roll depends on the amount of cover, see below.
Any time you cannot see an opponent who has 3/4 cover -- due to complete darkness, invisibility, or other conditions – you target the square that you believe it occupies. Clues (footprints, successful perception checks, etc.) might give you an idea of the location of the invisible creature, granting a perception check before you attack to try to locate the general square of the target. Assuming you choose the correct location, roll your Cover Roll first. If successful, you make your attack normally. Otherwise, you automatically miss.
If you are firing into a melee fight and your allies are between you and your target, they provide cover to your target, forcing you to make a cover check to hit. If you fail this cover check, make an attack roll against your ally instead.
Most light sources have a light increment. Within this distance, players with standard vision can see as if in daylight (no cover). Within twice the light increment, vision is considered dim (1/4 cover). Beyond that, it is dark (3/4 cover). Some races have low-light vision, allowing them to attack targets in dim light without making cover checks. Races with darkvision see in the dark clearly up to the range of their vision.
Name | Cover Roll DC | Effect on Magic |
No Cover | None | None |
1/4 Cover | DC 5 | None |
1/2 Cover | DC 8 | None |
3/4 Cover | DC 10 | No targeting when not visible |
Full Cover | No targeting | No targeting (Indirect Area of Effect Spells Only) |
- Hiding
: Hiding is the process of completely obscuring your location. To hide, you will
typically have ¾ or full cover and must break line-of-sight with all of your opponents (one enemy that sees you can
easily give up your location to others, though the GM may overrule this). To hide, the player simply makes a stealth
check. Creatures looking for him will make a Perception check. Any success breaks the hide for all opponents. Likewise, any
condition that calls attention to the player will break his hidden condition (an attack, a spell that targets an enemy, loud
noises, etc.). Hiding in this way usually requires a standard or movement action, though rogues can hide as a bonus action and
invisibility allows you to hide automatically. Enemies you hide from are considered Flat Footed against you. After your first attack,
though, you immediately lose the hide condition. In some circumstances, it’s possible for you to attempt to re-hide. If you attempt this
in the same location, you roll your Stealth check at disadvantage. Likewise, if your hiding place is obvious, the GM may rule that you cannot hide
or that your stealth check is made at a disadvantage.
- Dazzled:
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature functions as if in bright light, incurring 1/4 cover.
- Blinded:
The character cannot see, and functions as if in dark visibility (3/4 cover). Blinded creatures are considered
flat-footed in combat. You also automatically fail any check that requires sight. Perception checks may be at disadvantage if the other
senses are the only ones able to make the check.
- Deafened:
While deafened, you automatically fail perception checks based on sound, though you may
still make perception checks at disadvantage if you can rely on your other senses instead. While deafened, you take
disadvantage on initiative checks, and have a 20% chance of failing spells that have a verbal component.
Stunned
Stunned players are momentarily dazed and unable to perform all of their normal actions. Depending on the level of stun, you may be deprived of your standard, movement, or even mental actions.
Level | Standard Action | Move Action | Mental Actions |
1 | No | Yes | Yes |
2 | No | No | Yes |
3 | No | No | No |
- No Standard Action
- On your turn, you are unable to perform any standard actions. You also lose your bonus action, reactions, and the ability to perform full-round actions.
- No Movement Action
- You are unable to move and do not have a movement action. You are considered flat-footed and helpless. You continue to breathe but you are unable to speak. If you are flying you immediately plummet to the ground, though if you are standing you remain upright, though frozen in place.
- No Mental Actions
- You are mentally stunned as well as physically stunned and helpless. The physical part of this stun functions the same as a level 2 stun. In addition, you lose concentration on spells and cannot perform mental actions of any kind. If you are holding an object, you automatically drop it. Depending on the effect, the GM may rule that you also fall prone.
Other Conditions
- Charmed
: You regard the charmer as a close friend. You cannot attack or target the charmer with harmful spells. Your charmer gets advantage on social-based checks against you.
- Confused
:A confused character is unpredictable and likely to lash out at those closest to them. At the beginning of each turn, a confused creature must make an Intelligence save against the DC of the effect or spellcaster who inflicted confusion on them. If they succeed, they may act normally. If they fail, they will make a full attack against one random creature in melee range. If no creatures are in range, the target spends its turn in bewilderment, unable to take any actions at all.
Confused creatures who beat the DC by 10 points or who roll a critical, shake the confusion off for good. Those who critically fail or miss the DC by 10 points will attack a random target they see by any means necessary (moving, ranged attacks, magic).
Attackers are not at any special advantage when attacking a confused character. Confused characters are still capable of making attacks of opportunity provided they have actions to do so.
- Dying
: The creature has 0 hp, is usually unconscious, and has to make death saving throws or take Constitution damage. See Damage and Dying for specifics.
- Fascinated
: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Fascinated creature get disadvantage on perception checks while under the effect.
- Flat-Footed:
Creature cannot apply dexterity or dodge bonuses to their AC. Attacks made against them are made against their Flat-Footed AC, not their standard AC.
- Helpless:
Helpless creatures are completely at their opponent's mercy. Creatures are helpless when they are unconscious, grappled 3 (restrained), or stunned level 2 or 3. Attacks against these are made against flat-footed AC, and any successful melee attack is an automatic critical. If the opponent is prone, you may also get advantage (melee) or disadvantage (ranged) on your attacks, as usual. You may also attempt to kill your opponent outright (see coup de grace rules).
- Incorporeal Creatures
: An incorporeal creature has no physical body, and so they aren't normally affected by the physical world. Incorporeal creatures have the following characteristics.
Damage
- Immune:
Normal, physical weapons and effects (mundane weapons, natural fire, traps, sneak attack, critical hits)
- Normal Damage
: Magical and silver weapons and effects (spells, supernatural abilities, spell-like abilities, magical fire). Force and radiant damage also often affects incorporeal creatures.
Incorporeal Movement - An incorporeal creature can enter or pass through solid objects. It can sense the presence of creatures or objects within a square adjacent to its current location. Incorporeal creatures pass through and operate in water as easily as they do in air. An incorporeal creature cannot pass through a force effect.
Incorporeal Stealth - An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. Nonvisual senses, such as scent and blindsight, are ineffective against it.
No Strength - Incorporeal creatures have no Strength score, so their Dexterity modifiers applies to all attacks.
- Invisible:
Invisible creatures aren't detectable by vision. If the recipient is a creature carrying gear, that vanishes, too. Invisible creatures are granted 3/4 cover (see Conditions) and are considered hidden. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Invisible creatures still make noise, and certain other conditions can render the recipient detectable (such as stepping in a puddle). Area of effect spells can affect invisible creatures, but they are not subject to any spell that targets a single creature.
- Petrified
: A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
- Prone
: The character is on the ground. When attacking prone targets, you get advantage in melee combat and disadvantage in ranged combat. Prone combatants don’t get to make attacks of opportunity, but they don’t suffer DEX penalties to their AC merely because they are prone. Attacks made while prone are done at disadvantage, though the GM may rule that some attacks are even not possible from a prone position.
- Stable
: A creature has 0 hit points and is unconscious, but isn't currently dying and doesn't have to make death saving throws to avoid Constitution damage.
- Staggered:
You are able to either take a movement action or a standard action but not both. Staggered creatures still retain their bonus actions, free actions. and reactions.