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Page 1: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 2: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

Contents Contents Contents

Contents Contents Contents

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

1 Blinded2 Charmed3 Cover4 Deafened5 Dying6 Exhausted7 Frightened8 Grappled9 Hidden10 Incapacitated

11 Invisible12 Obscured13 Paralyzed14 Petrified15 Poisoned16 Prone17 Restrained18 Stunned19 Unconcious

Page 3: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 4: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Blinded ✦You can’t see and automati-cally fail any ability check that requires sight.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

Page 5: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 6: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Charmed ✦You can’t attack the charmer or target the charmer with harm-ful abilities or magical effects.

✦The charmer has advantage on any ability check to interact socially with you.

Page 7: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 8: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Cover ✦Half Cover: You have a +2 bo-nus to AC and Dexterity saving throws if an obstacle blocks at least half your body.

Examples: A low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

✦Three-Quarters Cover: You have a +5 bonus to AC and Dexter-ity saving throws if an obstacle blocks at least three-quarters of your body.

Examples: A portcullis, an arrow slit, or a thick tree trunk.

✦Total Cover: You can’t be tar-geted directly by an attack or a spell if you are completely cov-ered by an obstacle, although some spells can reach you by in-cluding you in an area of effect.

Page 9: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 10: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

deafened ✦You can’t hear and automati-cally fail any ability check that requires hearing.

Page 11: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 12: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

dying ✦ Whenever you start your turn with 0 hit points, roll a d20.

✦ If the roll is 10 or higher, you succeed. Otherwise, you fail.

✦ On your third success, you become stable.

✦ On your third failure, you die.

✦ Successes and failures don’t need to be consecutive.

✦ Keep track of both until you collect three of a kind.

✦ Successes and failures reset to zero when you regain any hit points or become stable.

✦ If you roll a 1, it counts as two failures. If you roll a 20, you regain 1 hit point.

✦ If you take any damage, you suffer a death saving throw failure. If it is from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Success

Failure

Success

Failure

Success

Failure

Success

Failure

Success

Failure

Success

Failure

Page 13: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 14: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

exhausted ✦ Exhaustion is measured in six levels.

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 you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion re-duces 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 your exhaustion level by 1, provided that you have also ingested some food and drink.

exhausted ✦ Exhaustion is measured in six levels.

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 you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion re-duces 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 your exhaustion level by 1, provided that you have also ingested some food and drink.

exhausted ✦ Exhaustion is measured in six levels.

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 you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion re-duces 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 your exhaustion level by 1, provided that you have also ingested some food and drink.

exhausted ✦ Exhaustion is measured in six levels.

1 Disadvantage on ability checks

2 Speed halved

3 Disadvantage on attack rolls and sav-ing throws

4 Hit point maximum halved

5 Speed reduced to 0

6 Death

✦ If you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion reduces its level as specified in the effect’s descrip-tion, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

✦ Finishing a long rest reduces your exhaus-tion level by 1, provided that you have also ingested some food and drink.

exhausted ✦ Exhaustion is measured in six levels.

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 you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion re-duces 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 your exhaustion level by 1, provided that you have also ingested some food and drink.

exhausted ✦ Exhaustion is measured in six levels.

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 you are exhausted and you suffer another effect that causes exhaustion, your current exhaustion level increases by the amount specified in the effect’s description.

✦ You suffer the effect of your current ex-haustion level as well as all lower levels.

✦ An effect can give you one or more levels of exhaustion.

✦ An effect that removes exhaustion re-duces 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 your exhaustion level by 1, provided that you have also ingested some food and drink.

Page 15: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 16: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

frightened ✦You have disadvantage on abil-ity checks and attack rolls while the source of your fear is within line of sight.

✦You can’t willingly move closer to the source of your fear.

Page 17: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 18: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

grappled ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦The condition ends if you are incapacitated.

✦The condition also ends if an ef-fect removes you from the reach of the grappler or grappling effect.

✦Escape: Use an action to per-form a Strength (Athletics) or Dexterity (Acrobatics) check, contested by the grappler’s Strength (Athletics) check.

Page 19: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 20: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

hidden ✦To hide, compare your Dexterity (Stealth) check with the Wisdom (Perception) check or passive score of creatures in the area.

✦ If a creature has advantage to Wisdom (Perception) checks, add 5 to its passive score. For disadvantage, subtract 5.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

✦When you make an attack, you give away your location whether the attack hits or misses.

✦You can’t hide from a creature that can see you.

✦ If you make noise, you give away your position.

✦Under certain circumstances, you may stay hidden as you approach a creature that is distracted.

Page 21: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 22: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

inCapaCitated ✦You can’t take actions or reac-tions.

inCapaCitated ✦You can’t take actions or reac-tions.

inCapaCitated ✦You can’t take actions or reac-tions.

inCapaCitated ✦You can’t take actions or reac-tions.

inCapaCitated ✦You can’t take actions or reac-tions.

inCapaCitated ✦You can’t take actions or reac-tions.

Page 23: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 24: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

invisiBle ✦You are impossible to see with-out the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

invisiBle ✦You are impossible to see without the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

invisiBle ✦You are impossible to see with-out the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

invisiBle ✦You are impossible to see with-out the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

invisiBle ✦You are impossible to see with-out the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

invisiBle ✦You are impossible to see with-out the aid of magic or a special sense.

✦Your location can be detected by any noise you make or any track you leave.

✦Attack rolls against you have disadvantage, and your attack rolls have advantage.

Page 25: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 26: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

oBsCured ✦Lightly Obscured: You have dis-advantage on Wisdom (Percep-tion) checks that rely on sight.

Examples: Dim light, patchy fog, or moderate foliage.

✦Heavily Obscured: You effec-tively suffer from the blinded condition.

✦ You can’t see and automatically fail any ability check that requires sight.

✦ Attack rolls against you have ad-vantage, and your attack rolls have disadvantage.

Examples: Darkness, opaque fog, or dense foliage.

Page 27: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 28: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

paralyzed ✦You are incapacitated and can’t move or speak.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity saving throws.

✦Attacks rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

Page 29: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 30: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

petrified ✦You are transformed, along with any non-magical object you are wearing or carrying, into a solid inanimate substance.

✦Your weight increases by a fac-tor of ten and you cease aging.

✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦Attack rolls against you have advantage.

✦You automatically fail Strength and Dexterity saving throws.

✦You have resistance to all damage.

✦You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

Page 31: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 32: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

poisoned ✦You have disadvantage on at-tack rolls and ability checks.

Page 33: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 34: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

prone ✦To move while prone, you must crawl or use magic.

✦ Every foot of movement while crawling costs 1 extra foot.

✦You have disadvantage on at-tack rolls.

✦An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvan-tage.

✦Standing up from prone ends the condition and costs an amount of movement equal to half your speed.

✦You can drop prone without us-ing any of your speed.

Page 35: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 36: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

restrained ✦Your speed becomes 0, and you can’t benefit from any bonus to your speed.

✦Attack rolls against you have advantage, and your attack rolls have disadvantage.

✦You have disadvantage on Dex-terity saving throws.

Page 37: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 38: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

stunned ✦You are incapacitated, can’t move, and can only speak fal-teringly.

✦ You can’t take actions or reactions.

✦You automatically fail Strength and Dexterity savings throws

✦Attack rolls against you have advantage.

Page 39: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,
Page 40: Petrifiedscruffygrognard.com/documents/Conditions 6up.pdf · d ying Whenever you start your turn with 0 hit points, roll a d20. If the roll is 10 or higher, you succeed. Otherwise,

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

unConCious ✦You are incapacitated, can’t move or speak, and are un-aware of your surroundings.

✦ You can’t take actions or reactions.

✦You drop whatever you’re hold-ing and fall prone.

✦ You have disadvantage on attack rolls.

✦ An attack roll against you has advan-tage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.

✦You automatically fail Strength and Dexterity savings throws.

✦Attack rolls against you have advantage.

✦Any attack that hits you is a critical hit if the attacker is within 5 feet of you.