Conditions Reference
Every condition the system knows about, with what it does and how it interacts with other conditions. Conditions can be applied from the token, from a character sheet's Conditions tab, or automatically by the system. See Conditions for how that works at the table.
| Condition | What it does |
|---|---|
| Blinded | Can't see. Attacks against you have advantage, and your attacks have disadvantage. |
| Bloodied | At half HP or less. |
| Charged | |
| Charmed | Sees the charmer as an ally. Charmer has advantage on social interactions with you. |
| Concentration | Can only Concentrate on 1 thing at a time. DC 10 STR save when crit or lose concentration. |
| Confused | The GM spends your next action. |
| Dazed | Heroes: lose 1 action. Monsters: can perform one less action on their next turn. |
| Dead | You die when you have taken 6 Wounds (unless you have an ability that changes this number). There are ways to revive a hero who has died, but they are rare and often come at a very steep cost. Shown as a full-token overlay. |
| Despair | Disadvantage on the next attack you make in this encounter. |
| Distracted | |
| Dying | At 0HP. Taking damage while dying causes 2 Wounds, a crit causes 3 instead. |
| Frightened | Disadvantage on rolls when source of fear is nearby; speed halved when moving closer to it. |
| Grappled | Cannot move. Attacks against you have advantage. Also counts as Restrained. |
| Hampered | Applied automatically while the character has any of: Dazed, Grappled, Prone, Slowed, Restrained. |
| Incapacitated | Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Paralyzed, Stunned, Unconscious. |
| Invisible | Cannot be seen. Your attacks have advantage, and attacks against you have disadvantage. |
| Last Stand | At 0 HP, the legendary monster is dying and gains dangerous new capabilities. They finally die after a small amount of additional damage. |
| Marked | Marked as a quarry by another creature. That creature treats this one as a tracked target; any resulting bonuses come from the marker's own features, not this condition. |
| Paralyzed | Incapacitated. Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Incapacitated, Stunned, Unconscious. |
| Petrified | Incapacitated. You have all the benefits and drawbacks of being a rock! Immune to most damage except from large explosions, picks, or similar tools. Automatically applies Incapacitated. |
| Poisoned | Disadvantage on rolls. |
| Prone | Movement costs twice as much, and disadvantage on attacks. Melee attacks against you have advantage; Ranged have disadvantage. Spend 3 spaces of your Speed to stand up. |
| Restrained | Cannot move. Attacks against you have advantage. Also counts as Grappled. |
| Riding | You move with the creature you are riding. Any attacks that miss you, strike them. |
| Silenced | Cannot cast spells or use other abilities that require speaking (e.g. Commander's Orders). |
| Slowed | Speed halved during your next turn. |
| Smoldering | Some fire spells can inflict the Smoldering condition and gain additional destructive effects against Smoldering enemies. |
| Stunned | Incapacitated. Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Incapacitated, Restrained, Paralyzed, Unconscious. |
| Taunted | Disadvantage on attacks except against the most recent taunter. |
| Unconscious | Incapacitated. Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Incapacitated, Paralyzed, Stunned. Shown as a full-token overlay. |
| Wounded | Has any Wounds (typically 6 Wounds and a hero is dead). Can be applied multiple times; the copies stack. |