Conditions are listed in alphabetical order.
Active Camouflage
- A creature under the effects of Active Camouflage is incredibly difficult to see. It is considered Heavily Obscured to normal sight alone.
- The duration of the condition is defined by its source. However, the condition ends early if the creature makes an attack roll, deals damage, or causes a saving throw.
Aiming
- A creature may spend 15 feet of movement on its turn to begin this condition on itself. The condition lasts until the start of its next turn.
- A creature can’t make opportunity attacks while its Aiming.
- It stops Aiming if it performs a weapon swap motion.
Amplified
- Whenever a creature casts an arcstrider, striker, or stormcaller Power that spends a Power charge, it gains one stage of Amplified, to a maximum of 3 stages. Other sources may also grant one or more stages of Amplified under certain conditions.
- Your base walking speed increases by 5 feet for each stage of Amplified you have, to a maximum total of 45.
- The condition lasts until you are Incapacitated or until you complete at least a brief rest, whichever happens first.
Blinded
- A Blinded creature can’t see and automatically fails any ability check that requires sight.
- It can’t begin Aiming. If it was Aiming when it became Blinded, it stops Aiming.
- Weapon attacks and attack rolls against the creature have advantage, and the creature’s weapon attacks and attack rolls have disadvantage.
Charmed
- A Charmed creature can’t attack the charmer or target the charmer with harmful effects such as from weapon attacks, spells, Powers, etc.
- The charmer has advantage on any ability check to interact socially with the Charmed creature.
Combat-Prone
- A Combat-Prone creature’s only movement option is to crawl, unless it stands up (costs an amount of movement equal to half its base walking speed) and thus ends the condition.
- It costs no movement for a Combat-Prone creature to begin Aiming if it’s wielding a Scope weapon with the medium- or long-range band.
- Combat-Prone creatures have disadvantage on attack rolls and weapon attacks they make, unless the attack is with a Scope weapon with a medium- or long-range band.
- Attack rolls against the creature have disadvantage if the attacker is not Aiming, or if the attacker is not within 5 feet of the creature. If the attacker is within 5 feet of the creature, the attacker has advantage on its attack roll.
Deafened
A Deafened creature can’t hear and automatically fails any ability check that requires hearing.
Empowered
- After making a successful weapon attack, one creature you’ve damaged takes additional damage (same type as the weapon; choose one if multiple types). The amount is determined by the rank of this condition: 1d6 (rank 1), 2d6 (rank 2), or 3d6 (rank 3).
- The condition lasts until you complete at least a brief rest, until you are Incapacitated, or until the bonus damage is applied, whichever happens first.
Exhaustion
Some effects and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
| Level | Effect |
|---|---|
| 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 an already exhausted creature suffers another effect that causes Exhaustion, their current level of Exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of their current level of Exhaustion as well as all lower levels. For example, a creature suffering level 2 Exhaustion has their speed halved and has disadvantage on ability checks.
An effect that removes Exhaustion reduces its level as specified in the effect’s description, and all Exhaustion effects end if a creature’s Exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s Exhaustion level by 1, provided the creature has also ingested some form of sustenance appropriate for their species.
Dying and resurrecting normally does not remove any stages of Exhaustion. Dying due to Exhaustion, and then resurrecting, reduces your level of Exhaustion to 5.
Frightened
- A Frightened creature has disadvantage on ability checks, attack rolls, and weapon attacks while the source of their fear is no more than Heavily Obscured to it.
- The creature can’t willingly move closer to the source of its fear.
Frozen
- A Frozen creature’s legs, lower body, or other equivalent becomes encased in solid stasis, along with any objects it is wearing or carrying on its legs. Its speed becomes 0, it can’t teleport, and it can’t benefit from any increases to its speed.
- The first time it comes into contact with a ground while Frozen, it becomes mounted to the ground while Frozen. If it was airborne when it became Frozen, it immediately begins falling.
- Weapon attacks and attack rolls against the creature have advantage, and the creature’s weapon attacks and attack rolls have disadvantage.
- It has disadvantage on Dexterity saving throws.
Grappled
- A Grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the grappler is Incapacitated.
- The condition also ends if an effect removes the Grappled creature out of reach of the grappler or grappling effect, such as when a creature is hurled away.
Incapacitated
- An Incapacitated creature can’t take any type of action (action, bonus action, reaction, legendary action, etc).
- Its speech is slurred or disoriented.
- It has disadvantage on ability checks.
Overshields
- Overshields are a special type of additional shield point pool. The maximum amount of Overshields you can have at a time is equal to 5 times your Power level. If you don’t have a Power level, you cannot gain Overshields.
- Whenever you gain Overshields, you gain up to your maximum unless otherwise specified.
- When you take damage, it is first applied to your Overshields. If this reduces your Overshields to 0, any leftover damage next goes to your energy shield points, then to any temporary hit points, and finally to health points.
- Overshields always last until spent or until you complete at least a brief rest, whichever happens first.
Paralyzed
- A Paralyzed creature is Incapacitated and can’t move or speak.
- The creature automatically fails Strength and Dexterity saving throws. Attack rolls and weapon attacks against it have advantage.
- Any attack roll that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
- A Petrified creature is transformed, along with all objects it’s wearing or carrying, into a solid, inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is Incapacitated, can’t move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- It automatically fails Strength and Dexterity saving throws.
- It has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in their system is suspended, not neutralized.
Poisoned
A Poisoned creature has disadvantage on attack rolls, weapon attacks, and ability checks.
Prone
- A Prone creature’s only movement option is to crawl, unless it stands up (costs an amount of movement equal to half its base walking speed) and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is either within 5 feet of the creature or Aiming. Otherwise, the attack roll has disadvantage.
- It cannot be considered grounded for the purpose of casting Powers or invoking effects that require it to be grounded.
Restrained
- A Restrained creature’s speed becomes 0, and they can’t benefit from any bonus to its speed.
- Weapon attacks and attack rolls against the creature have advantage, and the creature’s weapon attacks and attack rolls have disadvantage.
- It has disadvantage on Dexterity saving throws.
Scorched
- Scorched creatures cannot recover health points or shield points, nor can they gain temporary hit points or Overshields.
- A creature that has temporary hit points or Overshields when it becomes Scorched immediately loses all temporary hit points and Overshields.
Severed
- A Severed creature cannot take bonus actions or reactions.
- It automatically fails recharge rolls.
Stunned
- A Stunned creature is Incapacitated, can’t move, and can speak only falteringly.
- It automatically fails Strength and Dexterity saving throws.
- Attack rolls and weapon attacks against the creature have advantage.
Unconscious
- An Unconscious creature is Incapacitated, can’t move or speak, and is unaware of its surroundings.
- It drops whatever it’s holding and falls Prone.
- It automatically fails Strength and Dexterity saving throws.
- Attack rolls and weapon attacks against the creature have advantage.
- Any attack roll that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Undetected
- If you’re Undetected to a creature, you can’t be directly targeted by it. You might still be caught in the area of any spell, Power, or other effect it causes.
- You stop being Undetected to a creature after you make an attack roll against it, make a damage roll against it, or cause it to make a saving throw. Depending on the nature of your attack roll, damage roll, or the saving throw you cause, you might also stop being Undetected to other creatures, too. Confer with your Architect.
Weakened
- A Weakened creature’s damage resistances are ignored, including resistances granted by an aligned energy shield.
- If a Weakened creature must make a concentration check to maintain an ongoing effect, the DC increases by 10 for it.
