diff --git a/pages/11.conditions/default.md b/pages/11.conditions/default.md index 83d9c24..dce8690 100755 --- a/pages/11.conditions/default.md +++ b/pages/11.conditions/default.md @@ -1,96 +1,98 @@ -## 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 on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. - -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. -* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. - -### 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. - -### Deafened -* A deafened creature can’t hear and automatically fails any ability check that requires hearing. - -### Exhaustion - -Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. - -| Level | Effect | -|-------|------------------------------------------------| -| 1 | Disadvantage on ability checks | -| 2 | Speed halved | -| 3 | Disadvantage on attack rolls and saving throws | -| 4 | Hit point maximum halved | -| 5 | Speed reduced to 0 | -| 6 | Death | - -If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. - -A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - -An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. - -Finishing a long rest reduces a creature’s exhaustion 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 *thunder-wave* spell. - -### Incapacitated -* An incapacitated creature can’t take actions or reactions. - -### Invisible -* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. -* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. - -### Paralyzed -* A paralyzed creature is incapacitated (see the condition) and can’t move or speak. -* The creature automatically fails Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. -* Any attack that hits the creature is a critical hit if the attacker is within 5 feet 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 Strength and Dexterity 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 is within 5 feet 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 Dexterity saving throws. - -### Stunned -* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. -* The creature automatically fails Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. - -### 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 Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. -* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. +--- +title: 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 on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. + +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. +* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. + +### 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. + +### Deafened +* A deafened creature can’t hear and automatically fails any ability check that requires hearing. + +### Exhaustion + +Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. + +| Level | Effect | +|-------|------------------------------------------------| +| 1 | Disadvantage on ability checks | +| 2 | Speed halved | +| 3 | Disadvantage on attack rolls and saving throws | +| 4 | Hit point maximum halved | +| 5 | Speed reduced to 0 | +| 6 | Death | + +If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. + +A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + +An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. + +Finishing a long rest reduces a creature’s exhaustion 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 *thunder-wave* spell. + +### Incapacitated +* An incapacitated creature can’t take actions or reactions. + +### Invisible +* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. +* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. + +### Paralyzed +* A paralyzed creature is incapacitated (see the condition) and can’t move or speak. +* The creature automatically fails Strength and Dexterity saving throws. +* Attack rolls against the creature have advantage. +* Any attack that hits the creature is a critical hit if the attacker is within 5 feet 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 Strength and Dexterity 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 is within 5 feet 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 Dexterity saving throws. + +### Stunned +* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. +* The creature automatically fails Strength and Dexterity saving throws. +* Attack rolls against the creature have advantage. + +### 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 Strength and Dexterity saving throws. +* Attack rolls against the creature have advantage. +* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.