Common Conditions
ALERT [CONDITION] ᴮᴹ
While you have the Alert condition, you experience the following effects.
Attentive to surroundings. You have Advantage on Wisdom (Perception) checks, and your Passive Perception score increases by +5.
Ready for combat. When you roll Initiative, you can add your Proficiency Bonus to the roll, unless you are Surprised. This does not stack with the bonus from the Alert feat.
Ending the condition. The Alert condition ends if you become Distracted, Incapacitated, Intoxicated, or Unconscious.
Standing Watch. When you begin a guard shift while camping or resting, you must make a DC 10 Constitution saving throw. On a success, you gain the Alert condition for that shift. On a failure, you are too tired or distracted and can’t benefit from the condition. You may swap with a companion who can stand guard.
You can assume the Alert condition while actively keeping watch, standing guard, or otherwise focusing on possible threats in a fixed location. Creatures assigned to guard a location are typically Alert at the DM’s discretion. You can't benefit from this condition if you have more than 1 Exhaustion level.
BEWILDERED [CONDITION] ᴰᴿ
You can’t cast spells, except for cantrips with a casting time of 1 action.
BOUND [CONDITION]
While you are Bound, you are Paralyzed, with the following exceptions.
Limited Action. You can take an action to cast a spell that doesn't require Somatic or Material components, or attempt to escape the binds with a Strength (Athletics), a Dexterity (Acrobatics), or an Intelligence (Sleight of Hand) check.
No Speaking. If you are gagged or otherwise prevented from speech, you can't cast a spell that requires a Verbal component.After three failed ability check escape attempts, you cannot usually try to escape again until a certain amount of time has elapsed. The DM can adjudicate based on the DC to escape the bonds, the result of the creature's ability checks (degrees of success), or the environment. During combat, you can normally attempt to escape bounds as an action on each of your turns, emboldened by a sudden adrenaline rush.
CONTAMINATION [CONDITION] ᴰᴿ
Characters in the world of Drakkenheim may be exposed to eldritch pollutants or arcane radiation emitted by delerium. These hazards cause a new condition called Contamination, which causes otherworldly Mutations that have both detrimental and beneficial effects. At the DM's option, other effects outside the world of Drakkenheim might impose Contamination.
See * Contamination "magic item" for details.
DAZED [CONDITION] ᴮᴹ
While Dazed, you experience the following effects.
Limited Activity. You can only do one of the following things on your turn: move, use an action, or use a Bonus Action.
Concentration Challenged. If you are Dazed by a spell or effect, you must succeed on a DC 5 Constitution save to maintain Concentration, whether or not you took damage. A natural 1 on this save is always a failure.
Ending the Condition. The Lesser Restoration and Greater Restoration spells remove the Dazed condition.
Immunity. A creature immune to the Stunned or Paralyzed condition is also immune to the Dazed condition.
When a Dazed creature is affected by a spell or effect that gives them an extra action on their turn (like the Haste spell or the fighter’s Action Surge feature), they can still take this extra action, in addition to the movement, action, or Bonus Action allowed by the Dazed condition.
DISTRACTED [CONDITION]
You aren't paying close attention to your surroundings. While you are subjected to the Distracted Condition, you experience the following effects.
Attention Affected. You have Disadvantage on Wisdom (Perception) checks, and your Passive Perception score decreases by -5.
Poor Reflexes. You can't take Reactions.
FASCINATED [CONDITION]
While you are subjected to the Fascinated Condition, you are entranced by a supernatural or spell effect. You experience the following effects.
Entranced. You stand or sit quietly, taking no actions other than to pay attention to the fascinating effect. The spell or effect specifies if you can move.
Attention Affected. You have Disadvantage on Wisdom (Perception) checks.
Limited Speech. Your speech becomes fragmented and incoherent. You can only speak in brief, vague sentences or phrases, often unrelated to the current situation. Communication is limited to simple words, sounds, or repeated phrases, making it difficult to convey complex thoughts or ideas.
Ending the Trance. The condition ends if you take any damage, or an ally or other creature uses an action to shake you out of your stupor.
SLOWED [CONDITION]
While you have the Slowed condition, you experience the following effects.
Speed Affected. Your Speed is halved.
Defense Affected. -2 penalty to AC and Dexterity saving throws.
Limited Actions. On your turns, you can take either an action or a Bonus Action, not both, and you can't take Reactions.
Number of Attacks Affected. If you take the Attack action, you can make only one attack, or one fewer attack if you have the Extra Attack feature or Multiattack.
Falling to 0 Hit Points. When regaining HP after falling to 0 Hit Points, you are Slowed until the end of your next turn.
SQUEEZING [CONDITION]
You are in a space that is one size smaller than your size category, or you are sharing a space with a creature or object within one size category of you. While you have the Squeezing condition, you experience the following effects.
Difficult Terrain. The space is Difficult Terrain for you.
Attacks Affected. You have Disadvantage on attack rolls.
Cramped. -2 penalty to AC and Initiative rolls.
Dexterity Hampered. You have Disadvantage on Dexterity saving throws and ability checks.
Limit. You cannot squeeze into a space more than one size smaller than you, unless you have a special feature that allows you to do so.
Ending the Condition. The condition ends if you enter or are moved into a space that can fully accommodate your size category.
You can’t willingly end a move in a space occupied by another creature. ᴮᴹ If you somehow end your turn in another creature’s space, both you and that creature gain the Squeezing condition, unless one of you is Tiny or one is at least two sizes larger than the other. If you were pushed into that space, you also gain the Prone condition.
Intoxication
INTOXICATION [CONDITION]
Alcohol, toxins, and psychoactive substances can impair creatures in escalating ways.
Alcoholic Intoxication. Drinking alcohol (or similar toxins) advances you through three cumulative stages—Buzzed, Drunk, and Wasted—each building on the effects of the previous stage. A creature’s stage reflects its current level of inebriation, with minor perks at low levels and serious drawbacks as intoxication deepens.
Psychic Intoxication. Substances such as Devil Weed or psychedelics induce altered states of mind. This track has two escalating stages—Bewitched and Enraptured—each with distinct benefits and impairments.
Resilience. Dwarves and creatures with Resistance or Immunity to the Poisoned condition require twice the normal amount of intoxicant before advancing on either track.
Ending the Condition. When you stop drinking or begin to recover, you normally step down one stage at the following pace: Wasted → Drunk: 2–4 hours; Drunk → Buzzed: 1–2 hours; Buzzed → Sober: 1 hour. If you were Wasted, you also have Disadvantage on Dexterity, Wisdom, and Intelligence ability checks for 1d3 hours (hangover) when the condition ends. For ending a psychic intoxication, see the Enraptured condition.
Restoration. Lesser Restoration: Reduces any Intoxication by 1 stage. Greater Restoration or a Long Rest ends the intoxication.
BUZZED [INTOXICATION LEVEL 1]
While you are Buzzed, you experience the following effects:
Relaxed. You have Disadvantage on Wisdom checks, and your Passive Perception score decreases by 5.
Liquid Courage. You gain a +1d4 bonus on Charisma checks. These rolls are made with Disadvantage while Buzzed.
DRUNK [INTOXICATION LEVEL 2]
While you are Drunk, you experience the following effects in addition to those of Buzzed:
Slurred. You are Poisoned.
Memory Affected. Dwarves recall forgotten details more vividly, while other species are more prone to lapses in memory.
Unsteady. You gain 1 Exhaustion level. This level is removed when you are no longer Drunk.
Bravery or Foolishness. You gain a +1d4 bonus on saving throws to avoid or end the Frightened condition. (These rolls are made with Disadvantage if Poisoned.)
Ending Intoxication. When you stop consuming the intoxicant, you step down one stage at a time: Wasted → Drunk → Buzzed → sober. The time required to step down depends on the substance and is determined by the DM. See also Intoxication.
WASTED [INTOXICATION LEVEL 3]
While you are Wasted, you experience the following effects in addition to those of Drunk and Buzzed:
Overwhelmed. You gain 2 additional Exhaustion levels. These levels are removed when you are no longer Wasted.
Loss of Balance. At the start of each of your turns, you must succeed on a DC 10 Dexterity saving throw or fall Prone.
Blackout. If you remain Wasted for more than 2 hours, make a DC 13 Constitution saving throw. On a failed save, you suffer a blackout: you lose memory of the next 1d4 hours, even though you can still act and speak during that time. The DM may decide or influence your actions to reflect reckless, impulsive, or incoherent behavior. If you fail the save by 5 or more, your body gives out—you fall Unconscious for 1d4 hours. You wake early if you take damage or if another creature uses an action to rouse you.
Ending Intoxication. When you stop consuming the intoxicant, you step down one stage at a time: Wasted → Drunk → Buzzed → sober. The time required to step down depends on the substance and is determined by the DM. See also Intoxication.
Psychoactive conditions
BEWITCHED [CONDITION]
You are under the effects of Devil Weed or a similar psychoactive substance. While you are Bewitched, you feel a sense of well-being and experience the following effects:
Euphoria. When the effect begins, you gain 1d4 Temporary Hit Points.
Vulnerable. You have the Poisoned condition.
Relaxed. You have Advantage on saving throws to avoid or end the Frightened condition.
Skewed Reasoning. You have a +2 bonus to Intelligence ability checks, but you make them with Disadvantage.Heroic Dose. When you consume a large amount of the substance, the Bewitched condition deepens into a hazy trance. For the next 1d4 hours, time seems strangely fluid—moments linger or vanish without warning—and you gain the Slowed condition. Depending on the substance or DM ruling, a Heroic Dose may escalate into the Enraptured condition.
ENRAPTURED [CONDITION]
Your mind slips its tether. Colors breathe, sounds ripple with hidden patterns. While you are Enraptured, you experience the following effects.
Weighted Limbs. You have the Slowed condition.
Altered Perception. You have Disadvantage on attack rolls and ability checks, and you can’t benefit from Truesight.
Hallucinations. You experience illusory sights, sounds, or sensations. You automatically fail saving throws made to disbelieve illusions.
Revelation. Once while Enraptured, you can make an Intelligence or Wisdom ability check of your choice with a +5 bonus, ignoring the Poisoned condition for that check.
Ending the Condition. When you stop consuming the intoxicant, you step down one stage at a time: Enraptured → Bewitched → sober. When the condition ends, you gain 1d2 Exhaustion levels. The time required to step down depends on the substance or is determined by the DM.Heroic Dose. At heroic doses, the veil tears wider—visions blaze, voices whisper from beyond, and your soul teeters between revelation and terror. One hour into the trip, make a Wisdom saving throw (DC set by the DM). You have Advantage on the save if you are in a safe and calm environment. The result determines the overall tone of your trip for the duration:
Euphoric. On a success, you gain the Incapacitated condition as your consciousness drifts into the Astral Plane, the Ethereal Plane, or one of the Celestial outer planes (DM’s choice) for the remainder of the trip. While there, you may attempt to contact an otherworldly entity as if through the Contact Other Plane spell. When the trip ends, you gain Inspiration and 1d6 Temporary Hit Points at the start of each day for the next 7 days.
Bad Trip. On a failure, your mind is hurled into a dark plane—the Shadowfell, the Nine Hells, or another evil outer plane—for the remainder of the trip. You take 6d6 Psychic damage and gain the Incapacitated and Frightened conditions. If this Psychic damage reduces you to 0 Hit Points, you fall Unconscious but become Stable.
Other
POSSESSED [CONDITION]
While you have the Possessed condition, you experience the following effects.
Effects on the Host
Charmed. You are Charmed by your possessor.
Dual Nature. You count as both your normal creature type and the possessor’s creature type for the purpose of spells and effects.
Shared Resilience. You gain Resistance to one damage type the possessor resists or is immune to (DM’s choice).
Alien Intellect. You adopt the possessor’s Intelligence score and saving throw modifier, if they are higher than yours.
Vulnerable Vessel. The possessor can attempt to seize complete control of your body (see Control, below).
Molded Personality. For each week you are possessed, you gain a new personality trait or character flaw related to your possessor's identity.Effects on the Possessor
Ethereal Presence. The possessor cannot be directly targeted by attacks or spells while within you, except by effects that specifically affect both its creature type and its incorporeal essence. Spells or abilities that require sight cannot target it unless the attacker can perceive its hidden form, such as Divine Sense or Truesight.
Boon or Bane. At will, the possessor can grant a +1d4 bonus or impose a –1d4 penalty to any d20 test you make.
Mind Probe (2/day). The possessor may probe your surface thoughts and memories, as if casting Detect Thoughts. You can resist with a Wisdom saving throw.
Control (3/day). The possessor may fully control your body for 10d10 minutes (no saving throw), using its own Intelligence, Wisdom, Charisma, and skill proficiencies.While Controlled
Helpless Awareness. You remain conscious of your surroundings but cannot act, speak, or move unless allowed by the possessor.
Alignment Shift. Your alignment temporarily shifts to match the possessor’s.
Borrowed Tongues. You understand and can speak the possessor’s languages.
Surface Only. The possessor cannot access your deepest memories or secrets, only surface thoughts and emotions, except with its Mind Probe ability (see above).
During Combat: Each time you take damage while controlled, you may attempt a Charisma saving throw. On a success, the possession is suppressed for 1 minute.
Persistent Resistance: If you succeed on three of these saves within 24 hours, the possessor cannot attempt to control you again until you complete a Long Rest.Suppressing the Possession
Rest Resistance. After each Long Rest, you may repeat the Charisma saving throw. On a success, the condition is suppressed until the end of your next Long Rest. You make this save with Disadvantage if you are on an Evil-aligned Outer Plane.
Moment of Defiance. If compelled to act against your values, you can use your Reaction to attempt a Charisma saving throw. On a success, the condition is suppressed for 1d4 hours.A saving throw DC equals 10 + half the possessor's Challenge Rating (minimum 12).
Ending the Condition
Possessing entities are expelled from bodies through divine spells or rituals, such as en exorcism.See Mantra's Guide to Exorcism and Possession (homebrew "magic item" in D&D Beyond) for detailed rules about possession -- including initial saving throws to avoid the condition and exorcism rules to end it.
Notes: Utility







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