Conditions
A condition is a state such as Poisoned or Prone. The app applies what each one does to attack rolls and saves; the GM rules on the rest.
- For everyone
How to use it
- Conditions are shown on the creature. They come from attacks, spells, traps and the GM.
- Each condition below says what the app applies automatically.
Step by step
- An attack, spell or trap puts a condition on a creature.
- Rolls by and against that creature get advantage or disadvantage as listed.
- The GM removes the condition when it ends, or a timed effect removes it.
Blinded
- Can't see. Its attacks have disadvantage; attacks against it have advantage.
Charmed
- Won't attack the one who charmed it. Nothing is applied automatically: the GM rules on it.
Frightened
- Its attacks have disadvantage.
Grappled
- Held in place until it breaks free or is let go. Nothing is applied automatically: the GM rules on it.
Invisible
- Its attacks have advantage; attacks against it have disadvantage.
Paralyzed
- Can't move or speak. Attacks against it have advantage.
- Hold Person paralyzes a creature that fails its Wisdom save.
Poisoned
- Its attacks have disadvantage. Poison traps and gas can cause it.
Prone
- On the ground. Its attacks have disadvantage.
- Melee attacks against it have advantage; ranged attacks against it have disadvantage.
Restrained
- Its attacks have disadvantage and attacks against it have advantage.
- It makes Dexterity saving throws with disadvantage.
Stunned
- Can't move or act. Attacks against it have advantage.
Unconscious
- Knocked out. Attacks against it have advantage, whether in melee or from range.
- The Sleep spell makes creatures Unconscious.
How Conditions Work Rules Detail
- The app applies the advantage and disadvantage listed above to every attack and save. It doesn't stop a creature from moving or acting: the GM enforces that.
- A condition lasts until it is removed. A timed effect removes its condition when its duration runs out.
- In Pit is noted on a creature that falls into a pit and is cleared when it climbs out.
From the ruleset data
As shown in the app
| Condition | Summary |
|---|---|
| Poisoned | Has trouble attacking and doing anything that needs skill. |
| Prone | On the ground. Melee attacks against it have advantage. |
| Stunned | Can't move or act, and fails Strength and Dexterity saves. |
| Restrained | Speed is 0. Attacks against it have advantage. |
| Frightened | Has trouble acting while it can see the source of its fear. |
| Unconscious | Knocked out. Drops what it is holding and falls prone. |
| Paralyzed | Can't move or speak. Attacks against it can be critical. |
| Blinded | Can't see. Attacks it makes have disadvantage. |
| Charmed | Won't attack the charmer and the charmer has advantage on social checks. |
| Grappled | Speed is 0 until it breaks free or the grabber lets go. |
Important rules
- Advantage and disadvantage from conditions are applied automatically.
- Anything else a condition means is the GM's call.
Common questions
Who removes a condition?
The GM, or the timed effect that put it there when it ends.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)