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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.

ConditionWhat it does
BlindedCan't see. Attacks against you have advantage, and your attacks have disadvantage.
BloodiedAt half HP or less.
Charged
CharmedSees the charmer as an ally. Charmer has advantage on social interactions with you.
ConcentrationCan only Concentrate on 1 thing at a time. DC 10 STR save when crit or lose concentration.
ConfusedThe GM spends your next action.
DazedHeroes: lose 1 action.
Monsters: can perform one less action on their next turn.
DeadYou 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.
DespairDisadvantage on the next attack you make in this encounter.
Distracted
DyingAt 0HP. Taking damage while dying causes 2 Wounds, a crit causes 3 instead.
FrightenedDisadvantage on rolls when source of fear is nearby; speed halved when moving closer to it.
GrappledCannot move. Attacks against you have advantage. Also counts as Restrained.
HamperedApplied automatically while the character has any of: Dazed, Grappled, Prone, Slowed, Restrained.
IncapacitatedCan't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Paralyzed, Stunned, Unconscious.
InvisibleCannot be seen. Your attacks have advantage, and attacks against you have disadvantage.
Last StandAt 0 HP, the legendary monster is dying and gains dangerous new capabilities. They finally die after a small amount of additional damage.
MarkedMarked 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.
ParalyzedIncapacitated. Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Incapacitated, Stunned, Unconscious.
PetrifiedIncapacitated. 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.
PoisonedDisadvantage on rolls.
ProneMovement 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.
RestrainedCannot move. Attacks against you have advantage. Also counts as Grappled.
RidingYou move with the creature you are riding. Any attacks that miss you, strike them.
SilencedCannot cast spells or use other abilities that require speaking (e.g. Commander's Orders).
SlowedSpeed halved during your next turn.
SmolderingSome fire spells can inflict the Smoldering condition and gain additional destructive effects against Smoldering enemies.
StunnedIncapacitated. Can't do anything. Attacks against you have advantage, and melee attacks that hit, crit. Also counts as Incapacitated, Restrained, Paralyzed, Unconscious.
TauntedDisadvantage on attacks except against the most recent taunter.
UnconsciousIncapacitated. 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.
WoundedHas any Wounds (typically 6 Wounds and a hero is dead). Can be applied multiple times; the copies stack.

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