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RESTING CONDITIONS & STATES

INVISIBLE
BLINDED
SHORT REST An invisible creature is impossible to see without the aid of magic or
A blinded creature can’t see and takes a -2 to AC, loses his Dex
A period of downtime lasting at least one hour, a special sense. For the purpose of hiding, the creature is heavily
bonus to AC, moves at half speed, has disadvantage on most
during which time you can do nothing more strenuous obscured. The creature’s location can be detected by any noise it
strength- and dexterity- skills, and automatically fails perception. All
than eating, drinking, reading, or tending to wounds. makes or any tracks it leaves. Attack rolls against the creature have
opponents are considered to have total concealment .
You regain the use of abilities, features, and disadvantage, and the creature’s attack rolls have advantage.
resources that are refreshed by taking a Short Rest. BLOODIED PARALYZED
You are allowed to expend one of your accumulated Once per round, when a creature takes damage while below half A paralyzed creature is incapacitated (see the condition) and can’t
Hit Die by rolling a die of the corresponding type. You of their maximum hit points, they must succeed on a DC 12 move or speak. The creature automatically fails Strength and
regain hit points equal to the rolled value + your Constitution saving throw or gain a level of bloodied. A level of Dexterity saving throws. Attack rolls against the creature have
Constitution modifier. Afterwards, you may choose to bloodied is removed when gaining HP or taking the Catch Your advantage. Any attack that hits the creature is a critical hit if the
spend another Hit Die. Breath action. You remove all levels of bloodied on a short rest.! attacker is within 5 feet of the creature.
Level 1 - Disadvantage on ability checks
Level 2 - Speed halved PETRIFIED
LONG REST
Level 3 - Disadvantage on attack rolls and saving throws A petrified creature is transformed, along with any nonmagical
A period of extended downtime lasting at least eight
Level 4 - Injury is inflicted. object it is wearing or carrying, into a solid inanimate substance
hours, during which time you must either sleep or
Level 5 - Hit point maximum halved. (usually stone). Its weight increases by a factor of ten, and it ceases
perform only light activities such as talking, eating, or aging. The creature is incapacitated (see the condition), can’t move
standing watch. These activities can occupy no more Level 6 - Dying
or speak, and is unaware of its surroundings. Attack rolls against
than 2 hours of your Long Rest. Performing more than CONFUSED the creature have advantage. The creature automatically fails
an hour of strenuous activity such as walking or Actions are determined by rolling d%. 1-10 = Attack/close on caster; Strength and Dexterity saving throws. The creature has resistance
fighting will also interrupt your Long Rest. You may 11-20 = Act normally; 21-50 = Babble incoherently; 51-70 = Flee to all damage. The creature is immune to poison and disease,
only benefit from one Long Rest in a 24-hour period from caster at top speed. 71-100 = Attack nearest creature. Also, although a poison or disease already in its system is suspended,
and you must begin the rest with at least one hit point. confused characters attack anyone who attacks them. not neutralized.
You regain the use of abilities, features, and
resources that are refreshed by taking a Long Rest. COWERING POISONED
You regain all of your lost hit points unless Frozen in fear and takes no actions. -2 to AC and loses DEX bonus. A poisoned creature has disadvantage on attack and ability checks.
otherwise indicated. DAZED PRONE
You regain a number of Hit Die equal to up half of Dazed creature takes no actions, but has no AC penalty. A prone creature’s only movement option is to crawl, unless it
your total possible Hit Die. stands up and thereby ends the condition. The creature has
EXHAUSTION
Level 1 - Disadvantage on ability checks disadvantage on attack rolls. An attack roll against the creature has
Level 2 - Speed halved advantage if the attacker is within 5 feet of the creature. Otherwise,
Level 3 - Disadvantage on attack rolls and saving throws! the attack roll has disadvantage.
DYING Level 4 - Hit point maximum halved RESTRAINED
Level 5 - Speed reduced to 0 A restrained creature’s speed becomes 0, and it can’t benefit from
Level 6 - Death any bonus to its speed. Attack rolls against the creature have
UNCONSCIOUS FALLING advantage, and the creature’s attack rolls have disadvantage. The
When you are reduced to zero hit points you fall At the end of a fall a creature takes 1d6 bludgeoning damage for creature has disadvantage on Dexterity saving throws.
unconscious. There are no negative hit point values. every 10 feet they fell (max 20d6). A creature who takes damage this STUNNED
way is knocked prone. A stunned creature is incapacitated (see the condition), can’t move,
DEATH SAVING THROWS
FRIGHTENED and can speak only falteringly. The creature automatically fails
Whenever you start your turn with zero hit points you
A frightened creature has disadvantage on ability checks and attack Strength and Dexterity saving throws. Attack rolls against the
must make a death saving throw. On a roll of 10 or
rolls while the source of its fear is within line of sight. The creature creature have advantage.
higher, you succeed. On your third success you
can’t willingly move closer to the source of its fear.
become stable while on your third failure you die. SUFFOCATING
These results need not be consecutive. On a roll of 1 GRAPPLED A creature can hold its breath for 1+CON minutes (min 30 sec).
you suffer two failures while on a roll of 20 become A grappled creature’s speed becomes 0, and it can't benefit from When it runs out of breath it can survive for a number of rounds
stable and gain one hit point. any bonus to its speed. The condition ends if the grappler is equal to its COn. At the start of its next turn, it drops to 0 HP and is
incapacitated (see the condition). The condition also ends if an effect dying.
DAMAGE AT 0 HIT POINTS removes the grappled creature from the reach of the grappler or
UNCONSCIOUS
If you take any damage while at zero hit points you grappling effect, such as when a creature is hurled away by the
An unconscious creature is incapacitated (see the condition), can’t
suffer a death saving throw failure. If this damage is thunderwave spell.
move or speak, and is unaware of its surroundings. The creature
from a critical hit you instead suffer two failures. If INCORPOREAL drops whatever it’s holding and falls prone. The creature
this damage is greater than or equal to your hit point Incorporeal creatures have resistance against nonmagical damage: automatically fails Strength and Dexterity saving throws. Attack
maximum you suffer instant death. targets are resistant against nonmagical damage from an incorpo- rolls against the creature have advantage. Any attack that hits the
real source. They can move through objects and other creatures but creature is a critical hit if the attacker is within 5 feet of the
must end movement in an empty space. creature.

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