New Conditions
Addled
You have Disadvantage on Intelligence, Wisdom, and Charis ma attacks rolls, ability checks, and saving throws.
Bewildered
You can’t cast spells, except for cantrips with a casting time of 1 action.
Bleeding (X)
You’re losing blood to an open wound.
- Ongoing Damage. At the end of each of your turns, you lose Hit Points. The number of Hit Points lost is indicated by the condition, such as “Bleeding 2d4.”
- Regaining Hit Points. The condition ends if you regain any Hit Points.
- Medical Treatment. You or another creature within 5 feet of you can spend an action and use a medicine kit to staunch the bleeding (no check required), ending the condition.
Burning (X)
You’re on fire or covered in acid:
- Ongoing Damage. At the end of each of your turns, you take damage. The damage type and amount are indicated by the condition, such as “Burning (4d6 Fire)” or “Burning (2d4 Acid).”
- Ending the Condition. The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as being submerged in water).
Bloodied
You’re wounded. A creature is Bloodied while it has half its Hit Points or fewer remaining.
Clumsy
You have Disadvantage on Dexterity attack rolls, ability checks, and saving throws.
Dazed
You can move or take an action on your turn, not both. You can’t take Bonus Actions.
Defenseless
Attack rolls against you have Advantage.
Distracted or “Unreactive”
You can’t take Reactions.
Enfeebled
You have Disadvantage on Strength attack rolls, ability checks, and saving throws.
Entangled (DC X)
You’re ensnared by vines or ropes.
- You’re Immobilized and Defenseless.
- You or another creature can use an action to slip free. To do so, you must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the condition ends. This condition also ends on you if take 10 Fire or Slashing damage.
- The DC is indicated by the condition, such as Entangled (DC 15).
Frozen X
You’re partially encased in ice:
- You’re Immobilized and Defenseless.
- You’re Helpless against attacks made with a weapon that deals Bludgeoning damage.
- You or another creature use an action to break the ice away. To do so, you must succeed on a Strength (Athletics) check. On a successful check, the condition ends. The DC is indi cated by the condition, such as Frozen (DC 15).
- This condition ends on you if you take 20 Bludgeoning or Fire damage.
Helpless
Any attack that hits you is a Critical Hit.
Immobilized
- Your Speed becomes zero, and you can’t benefit from any bonuses to your Speed.
- If you’re flying when you become Immobilized, you fall.
Jinxed (X)
Roll the die indicated by the condition, such as “Jinxed 1d4” each time you make an attack roll or saving throw. Subtract the value on the die from the result.
Sickened
You have Disadvantage on Constitution saving throws.
Shocked
- You’re Dazed and Defenseless.
- You drop whatever you’re holding in your hands.
- You must spend an action to draw, stow, or pick up an object.
Slowed
Your Speed is halved.
Staggered
You can’t make more than one weapon attack during your turn, regardless of your class features, spells, or magic items.
Valor (X)
Add 1d4 to your attack rolls and saving throws.
Weakened
You deal half damage with weapon attacks and spells.
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