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Conditions

Occasionally characters suffer effects from attacks, traps, or special abilities. These types of effects are called conditions.

Table: Conditions
NameDescription
BleedingTaking physical damage over time
BlindedProvides disadvantage to all actions that require a target
BloodiedThe character has taken damage to their health
BurningTaking fire damage over time
CoverHiding behind cover. Provides disadvantage to ranged attackers
CrippledMovement speed reduced by half
EncumberedDisadvantage to use strength and dexterity, halved movement speed
HarmedThe character has lost at least half of their endurance
IncapacitatedUnable to take any actions
PoisonLosing health over time
ProneOn the ground. Provides disadvantage to ranged attackers, advantage to melee attackers, and advantage to stealth
SicknessGives a penalty to all tests, can cause loss of health
StunnedLose an action at the start of next turn. Interrupts actions and breaks concentration
UnconsciousBecome prone. Incapacitated while unconscious

By default, conditions are temporary and a character cannot have multiple instances of the same condition unless otherwise specified. Usually this means that the newest or most powerful instance of a condition takes precedence.

Example

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Normally when a condition is applied, it will specify a duration or a circumstance that allows the condition to expire. If it does not, then it is usually lasts for the duration of the scene or until it loses relevance.