Conditions

Core Rules v2 pp. 9, 11, 56

Some attacks, traps, spells, or other effects can also inflict conditions—usually negative effects other than damage. Some conditions are temporary, lasting as little as a single round; others may last until cured in some way, and some can be ended by using an action to make an appropriate save.

Stacking Conditions?

A creature either has a condition or not (e.g., Dazed/Poisoned/Slowed). Gaining a condition when you already have it has no additional effect: a Dazed creature that gets Dazed again does not lose an additional action, being Poisoned again does not impose additional disadvantage, and being Slowed again does not further reduce Speed.

Blind

Can’t see. Attacks against you have advantage, and your attacks have disadvantage.

Bloodied

At half HP or less.

Charmed

Sees the charmer as an ally. Charmer has advantage on social interactions with you.

Dazed

Heroes: lose 1 action; monsters: can perform one less action on their next turn.

Dying

At 0 HP. Max 1 action. 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 & Restrained

Cannot move. Attacks against you have advantage.

Hampered

Any creature with actions or movement reduced (e.g., Dazed, Grappled/Restrained, Prone, Slowed, in Difficult Terrain).

Incapacitated

Can’t do anything. Attacks against you have advantage, and melee attacks that hit, crit.

Invisible

Cannot be seen. Your attacks have advantage, and attacks against you have disadvantage.

Other Minor Statuses

Minor statuses (Smoldering, Charged, Distracted, etc.) do nothing on their own and end whenever combat does. Some spells and abilities have additional effects against such targets.

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.

Poisoned

Disadvantage on rolls (typically, healing ends this condition).

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.

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.

Taunted

disadvantage on attacks except against the most recent taunter.

Wounded

Has any Wounds (typically 6 Wounds and a hero is dead).

Official Variants

2

Playing Dead

Variant

Core Rules v2 p. 55

Whenever a Hero drops to 0 HP, they can attempt to play dead by falling prone and making an Influence check (or other skill check as the situation demands).

Sucker Punch

Variant

Core Rules v2 p. 55

A Prone character standing up gives adjacent creatures the chance to take opportunity attacks (heroes and monsters alike).

FAQs

1

How does Interpose work with conditional attacks?

Official

Core Rules v2 p. 55

If it makes sense that the hero could push their ally out of the way of the attack (e.g., the ally isn’t Grappled), it works as normal—the Interposing hero suffers the damage and other effects as normal.

Related Rules

14
Cast SpellCombat / Actions
ConcentrationMagic / Casting Spells
CoverCombat / Positioning & Control
DeathFundamentals / Health
Falling and Forced MovementAdventuring / Movement, Range & Space
GrapplingCombat / Positioning & Control
HidingCombat / Positioning & Control
Hit Points, Dying & WoundsFundamentals / Health
Bloodied (Legendary)Monsters / Legendary Monsters
MovementAdventuring / Movement, Range & Space
Safe RestsAdventuring / Rest & Recovery
SkillsFundamentals / Stats, Skills & Checks
Temporary HPFundamentals / Health
WoundsFundamentals / Health