Template:Conditions 5E: Difference between revisions

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move Vision and Light to seperate template
 
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*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.
*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.
*Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
==Vision and Light==
The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
===Cover===
Obstacles can provide cover during combat, making a target more difficult to harm.
{| class="zebra c1c"
|-
! Cover !! Benefit !! Granted by
|-
| '''1/2''' || +2 to AC and Dex saves
| Low walls, large furniture, a narrow tree trunk, another creature, etc.
|-
| '''3/4''' || +5 to AC and Dex saves
| A portcullis, an arrow slit, a thick tree trunk, etc.
|-
| '''Total''' || Cannot be targeted<br><small>(but AoE might reach)</small>
| Any obstacle/condition providing complete concealment.
|}
===Obscuration===
<span id="lightly obscured"></span><span id="heavily obscured"></span>
A given area might be lightly or heavily obscured.
{{statblock|
;Lightly obscured: An area, such as [[#dim_light|dim light]], patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
;Heavily obscured: An area—such as [[#darkness|darkness]], opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the [[#Blinded|blinded]] condition.
}}
===Light===
<span id="bright light"></span><span id="dim light"></span><span id="darkness"></span>
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
{{statblock|
;Bright light: Lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
;Dim light: Also called shadows, creates a [[#lightly_obscured|lightly obscured]] area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
;Darkness: Creates a [[#heavily_obscured|heavily obscured]] area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
}}
===Vision===
====Blindsight====
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
====Darkvison====
Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in [[#darkness|darkness]] as if the darkness were [[#dim_light|dim light]], so areas of darkness are only [[#lightly_obscured|lightly obscured]] as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.
====Tremorsense====
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect [[#Flying|flying]] or [[#Incorporeal|incorporeal]] creatures. Many burrowing creatures have this special sense.
====Truesight====
A creature with truesight can, out to a specific range, see in normal and magical [[#darkness|darkness]], see [[#Invisible|invisible]] creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic, Furthermore, the creature can see into the Ethereal Plane.

Latest revision as of 12:59, 5 January 2021

Conditions

HP maximum Attack rolls vs creature Speak Take Actions & Reactions    Keep Concentration Saving throws, Strength Saving throws, Dexterity Saving throws, Other Movement speed Ability checks by creature Attack rolls by creature  
– – – – – – – – ? – Deafened
– A – – – – – – ? D Blinded
– – – – – – – – – No Charmed
– – – – – – – ? D D Frightened
– – – – – – – 0 – – Grappled
– D – – – – – – – A Invisible
– – – No – – – – No No Incapacitated
– A – No FAIL FAIL – – No No Stunned
– A† No No FAIL FAIL – 0 No No Paralyzed
– A† No No FAIL FAIL – 0 No No Unconscious
– A? No No FAIL FAIL – 0 No No Petrified
– – – – – – – – D D Poisoned
– A/D – – – – – ? – D Prone
– A – – – D – 0 – D Restrained
– – – – – – – – D – Exhaustion
– – – – – – – ½ D – Exhaustion 2
– – – – D D D ½ D D Exhaustion 3
½ – – – D D D ½ D D Exhaustion 4
½ – – – D D D 0 D D Exhaustion 5
0 – No No D D D 0 No No Exhaustion 6

Dying

  • Death is instant if excess damage ≥ hit point maximum.
  • Unconscious until hit points are regained.
  • Start making death saves (ᴅᴄ10 on a d20).
    • Stabilized by a third success before a third failure.
    • Stabilized by a 20 on any death save, regaining 1 hit point.
  • Stabilized by a ᴅᴄ10 Medicine check. If a healer’s kit was used, also regain 1 hit point.
  • If any new damage is taken while at 0 hit points start making death saves again with one automatic failure.

Flying

  • Can’t be detected by tremorsense.
  • Fall if knocked prone, or speed reduced to 0, or otherwise deprived of the ability to move.
    • Falling: 1d6 bludgeoning per 10 feet fallen (20d6 max), land prone.

Hasted

  • Speed doubled.
  • +2 bonus to AC.
  • Advantage on Dexterity saving throws.
  • An additional action on each of its turns, that can only be used to Attack, Dash, Disengage, Hide, or Use an object.

Slowed

  • Speed is halved.
  • Can’t use reactions.
  • −2 penalty to AC and Dexterity saving throws.
  • Can use an Action or a Bonus Action, not both.
  • Can’t make more than one attack per turn, regardless of abilities or magic items.
  • To cast a 1 Action casting time spell, roll a die. On an even number, the spell doesn’t take effect until the creature’s next turn, and then only if it uses its action on that turn to complete the spell.

Deafened

  • Can’t hear.
  • Automatically fail any ability check that requires hearing.

Blinded

  • Can’t see.
  • Disadvantage on attack rolls.
  • Automatically fail any ability check that requires sight.
  • Attack rolls against the creature have advantage.

Charmed

  • Can’t attack charmer or target them with harmful abilities or magical effects.
  • Charmer has advantage on any ability check to interact socially with the creature.

Frightened

  • Can’t willingly move closer to the source of its fear.
  • Disadvantage on attack rolls and ability checks while the source is within line of sight.

Grappled

  • Speed becomes 0, and can’t benefit from any bonus to speed.
  • Ends if the grappler is incapacitated, or 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.

Invisible

  • Advantage on attack rolls.
  • Can’t be seen without the aid of magic or a special sense.
  • Heavily obscured for hiding.
  • Location can be detected by any noise made or track left.
  • Attack rolls against the creature have disadvantage.

Incorporeal

  • Can’t be detected by tremorsense.
  • May move through other creatures and objects as if they were difficult terrain.
  • Take 5 (1d10) force damage if ending a turn inside an object.
  • Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, and restrained.
  • Damage Resistances: acid, fire, thunder, and nonmagical weapons.
  • Damage Immunities: poison.

Incapacitated

  • Can’t take actions or reactions.
  • Lose concentration on any spell.

Stunned

  • Incapacitated, can’t move, and can speak only falteringly.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Paralyzed

  • Incapacitated, can’t move or speak.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a crit, if the attacker is within 5 feet.

Unconscious

  • Incapacitated, can’t move or speak, and unaware of surroundings.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a crit, if the attacker is within 5 feet.
  • Drop anything being held and fall prone.

Petrified

  • Incapacitated, can’t move or speak, and unaware of surroundings.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Transformed, along with any nonmagical objects worn or carried, into a solid inanimate substance (usually stone). Weight increases by a factor of ten, and aging ceases.
    • Resistance to all damage.
    • Immune to poison and disease, although any already in the creature’s system is suspended, not neutralized.

Poisoned

  • Disadvantage on attack rolls and ability checks.

Prone

  • Disadvantage on attack rolls.
  • Only movement options are crawl or stand up (ending the condition).
  • Attack rolls against the creature have advantage if attacker is within 5 feet. Otherwise, the attack roll has disadvantage.

Restrained

  • Speed becomes 0, and can’t benefit from any bonus to speed.
  • Attack rolls against the creature have advantage.
  • Disadvantage on attack rolls.
  • Disadvantage on Dexterity saving throws.

Exhaustion

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls & saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
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.
  • If an exhausted creature suffers another exhaustion effect, its current exhaustion level increases by the amount specified in the effect’s description.
  • A creature suffers the effect of its current exhaustion level 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.