Kryx RPGThemesMonsters

Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition that does not have levels on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse.

The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • All creatures are hidden from a blinded creature (see the condition).
  • All normal terrain is difficult terrain to a creature unaccustomed to being blind.

Burning

Burning always includes a level. If a burning creature or object suffers another effect that causes burning, its current burning level increases by the amount specified in the effect’s description.

  • A burning creature or object sheds bright light in a 3-meter radius and dim light for an additional 3 meters.
  • At the end of each of its turns (or the turn it was ignited for an object), a burning creature or object takes 1d6 fire damage for each burning level.
  • A burning creature can use its action to make a Dexterity check to extinguish the flames. If it drops prone and rolls in its space, which costs 10 feet of movement, the check is made with advantage. A creature can also make the same check on a burning creature or object within 5 feet of it. The DC to end the burning condition is 10. On a success, the burning condition ends. On a failure by 4 or less, the burning level is reduced by 1.
  • The burning condition ends if the flames are extinguished in another way such as oxygen being removed from the surrounding area, a burning creature or object being covered in a substance such as sand or water (~2 gallons), or due to a similar event (at the GM’s discretion).

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.

Confused

d10Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take actions this turn.
2–6The creature doesn’t move or take actions this turn.
7–8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10The creature can act and move normally.
  • A confused creature can’t take reactions or the Delay or Ready actions.
  • On its turn, the creature must roll a d10 on each of its turns to determine its behavior for that turn.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.
  • A deafened creature is immune to auditory effects.

Dying

Dying always includes a level. If it ever reaches dying 4, the dying creature dies.

d20Result
1Increase the dying condition by 2
2–9Increase the dying condition by 1
10–19Decrease the dying condition by 1
20Decrease the dying condition by 2
  • A dying creature is unconscious (see the condition).
  • Whenever a dying creature starts its turn, it must make a special saving throw, called a death saving throw, to determine whether it creeps closer to death or hangs onto life. The dying creature rolls a d20 and consults the table for the results. Unlike other saving throws, this one isn’t tied to any ability. If the dying condition is reduced to 0, the creature no longer makes these saving throws, but is still dying until it regains at least 1 health. If the creature is still dying after 1d4 hours, it regains 1 health.
  • If the dying creature takes damage, the dying condition increases by 1. If the damage is from a critical hit, the dying condition increases by 2. If the damage equals or exceeds the creature’s maximum health, it suffers instant death.
  • If the dying creature regains any health, it becomes wounded 1 and is no longer dying, but it is incapacitated (see the condition) until the end of its next turn.

Exhausted

LevelEffect
1Disadvantage on ability checks
2Slowed 1 (see the condition)
3Disadvantage on attack rolls and slowed 2 (see the condition)
4Maximum health halved and slowed 3 (see the condition)
5Slowed 4 (see the condition)
6Death

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to being exhausted. Being exhausted is measured in four levels. An effect can give a creature one or more exhausted level, as specified in the effect’s description.

If an already exhausted creature suffers another effect that causes it to become exhausted, its current exhausted level increases by the amount specified in the effect’s description.

A creature suffers the effect of its current exhausted level of as well as all lower levels. For example, a creature suffering exhausted level 3 has disadvantage on ability checks and attack rolls and is slowed 2.

An effect that removes exhausted reduces its level as specified in the effect’s description, with all exhausted effects ending if a creature’s exhausted level is reduced below 1.

Finishing a long rest reduces a creature’s exhausted level by 1, provided that the creature has also ingested some food and drink.

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.

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 (see the condition).
  • 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 the thunderwave spell.

Hasted

LevelEffect
1+3 meters speed and it gains a +2 bonus to Defense and Reflex saving throws.
2On its turn, it gains an additional action on each of its turns.
That action can only be used to take the Dash, Disengage, Hide, or Use an Object action.
3It can use its additional action to take the Attack (one weapon attack only) action.
4Speed doubled*

Haste is measured in four levels. An effect can give a creature one or more hasted level, as specified in the effect’s description.

If an already hasted creature comes under another effect that causes haste, its current hasted level increases by the amount specified in the effect’s description.

A creature gains the benefits of its current hasted level as well as all lower levels.

An effect that removes hasted reduces its level as specified in the effect’s description, with all haste effects ending if a creature’s haste level is reduced below 1.

If a creature is slowed while under the hasted condition, reduce their hasted level by the slowed level. If there are any levels of slow remaining they become slowed to that level.

Hidden

  • A hidden creature’s location is unknown.
  • A hidden creature has advantage on attack rolls.
  • Attack rolls against a hidden creature have disadvantage and anything that targets “a creature that you can see” cannot target a hidden creature.
  • When a hidden creature makes an attack, throws a concoction, uses a maneuver, or casts a spell, it gives away its location and is no longer hidden when the attack hits or misses or after the effect occurs.
  • A hidden creature’s location can be detected by comparing a hidden creature’s Stealth vs a creature’s Perception (via senses such as sight and sound), Streetwise (by tracking), or Wilderness (by tracking). If the check fails by 4 or less, the creature’s general vicinity is known. A hidden creature has disadvantage on its Stealth if:
    • it moves more than half its speed
    • it makes an attack, throws a concoction, uses a maneuver, or casts a spell and is still hidden
    • it makes a noise (such as shouting a warning, knocking over a vase, or stepping on twigs)
    • it leaves visible signs of passage (such as a trail of blood or grasses being moved as it moves)
    • or similar circumstances
  • If a hidden creature’s location is known or guessed, a creature can target a location with an attack. If the target isn’t in the location targeted, the attack automatically misses, but the GM typically just says that the attack missed, not whether the guess targeted the correct location.
  • In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.

Incapacitated

  • An incapacitated creature can’t take actions or reactions.
  • An incapacitated creature loses concentration on a spell.

Invisible

  • An invisible creature is hidden (see the condition) and is impossible to see without the aid of magic or a special sense. It uses its passive Stealth to determine its hidden DC.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Reflex saving throws, Strength checks, and Dexterity checks, unless such a check is made to end this condition.
  • Any attack that hits the creature is a critical hit if the attacker is within 1.5 meters of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object 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 (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Reflex saving throws.
  • 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.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker makes a melee attack or is within 1.5 meters of the creature. Otherwise, the attack roll has disadvantage.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Reflex saving throws, Strength checks, and Dexterity checks, unless such a check is made to end this condition.

Slowed

LevelEffect
13 meters speed and it takes a –2 penalty to Defense and Reflex saving throws
2Speed halved*
3Staggered (see the condition)
4Speed becomes 0*

Slow is measured in four levels. An effect can give a creature one or more levels of slow, as specified in the effect’s description.

If an already slowed creature suffers another effect that causes slow, its current slowed level increases by the amount specified in the effect’s description.

A creature suffers the effect of its current slowed level as well as all lower levels.

An effect that removes slowed reduces its level as specified in the effect’s description, with all slow effects ending if a creature’s slow level is reduced below 1.

If a creature is hasted while under the slowed condition, reduce their slowed level by the hasted level. If there are any levels of haste remaining they become hasted to that level.

Staggered

  • A staggered creature can’t take reactions.
  • On its turn, the creature can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
  • If the creature attempts to cast a spell or use a maneuver with a casting time or use time of 1 action, roll a d20. On an 11 or higher, the spell or maneuver doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell or maneuver. If it can’t, the spell or maneuver is wasted.

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Reflex saving throws.

Unconscious

  • An unconscious creature is incapacitated (see the condition), 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 Reflex saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 1.5 meters of the creature.

Wounded

Wounded is measured in levels. An effect can give a creature one or more levels of wounded, as specified in the effect’s description.

If an already wounded creature comes under another effect that causes wounded, its current wounded level increases by the amount specified in the effect’s description.

  • If a wounded creature gains the dying condition while wounded, increase its dying condition level by its wounded level.
  • The condition ends if a wounded creature is restored to full hit points and finishes a short or long rest.