Conditions

Conditions are adjectives for a character with certain mechanical effects. A character can have multiple conditions, and some conditions imply others. The effects of conditions are not considered Abilities, so no Saves gained against the effects of conditions can be used to prevent those effects, although Saves against Conditions can. For instance, a character with Inner Rage ability Evermad gains a Save against effects which change their Mental State, but this cannot be used to prevent the Mental State change of the Unconscious Condition.

Dying
A Dying character is Unconscious. A Dying Character gains a Save against Death at the beginning of their turn. See HP & Damage for more information on Saves against Death.

Exhausted
An Exhausted character is on the brink of collapse from tiredness. An Exhausted character is Fatigued. In addition an Exhausted character has Disadvantage on Attacks and -4 AC, -4 MD, and -4 PD. A character that completes a Full Rest loses the Exhausted condition.

Fatigued
A Fatigued character is tired and low on energy. A Fatigued character has disadvantage on Checks and their Speed is halved. A character that completes a Full Rest loses the Fatigued condition.

Grappled
A Grappled character is in the grip of another character. While Grappled, a character's Speed is 0 and cannot be increased. In addition, a Grappled character has -2 Attack.

Hidden
A Hidden character is unseen and unnoticed. A Hidden character has Advantage on Attacks against creatures they are Hidden from. A Hidden character may move up to 10 feet in the open before they are no longer Hidden. A Hidden character is also no longer Hidden after using any Attack or harmful Ability.

Paralyzed
A paralyzed character has lost control of their body and can not move it. A Paralyzed character's Speed is 0 and cannot be increased. While Paralyzed a character cannot speak or use any part of their body. A Paralyzed character grants Advantage x 2 on Attacks which target AC against Self. All Attacks against a Paralyzed character which are successful are automatically a Critical Hit.

Prone
A Prone character is lying on the ground, falling from the sky, or crouched low to the ground. Movement costs twice as much while Prone. In addition, grant Advantage on Melee Attacks against Self, Disadvantage on Ranged Attacks from 10 feet or further away against Self, and Disadvantage on Spell Attacks against AC from 10 feet or further away against Self. As long as their Speed is greater than 0, a Prone character may use half of their Speed to lose the Prone condition.

Restrained
A Restrained character is being tightly held and its movement has been greatly impeded. A Restrained character is Grappled. A Restrained character may not use Actions which use hands.

Sickened
A Sickened character is ailing internally, usually from poison or disease. A Sickened character has Disadvantage on Attacks and Checks.

Stunned
A Stunned character is in a dazed and semi-conscious state. A Stunned character may not take Actions.

Surprised
A Surprised character has been taken unaware and is unready to react to changes quickly: A Surprised character gains Disadvantage on Initiative Rolls and grants Advantage on Attack Rolls against Self. A Surprised character may not take any Actions.

Unconscious
An Unconscious character is out of it. An Unconscious character becomes Prone and drops anything they were holding. An Unconscious character is Paralyzed and cannot take any Actions. An Unconscious character's Mental State is set to Neutral.