im_robertb
First Post
This is a compiled 4th Edition Conditions list I've made up from various sources, in alphabetical order. Most of it is from the new D&D Miniatures Rules. "From a D&D Experience Report" means I got it from someone on the internet who is attending D&D Experience, or at least says they are (I wouldn't take them if they didn't look right). A bit of information on Immediate Actions and Death/Dying at the bottom. "Marked" is included.
Yes, there may be errors, since I'm not Mike Mearls, just compiling from various sources.
This list was put together with a focus on getting all conditions mentioned in:
1) The pregenerated PCs we've all seen.
2) Monsters in the Raiders of Oakhurst adventure posted on these forums.
EDIT:
3) Monsters in the Second Son adventure posted on these forums.
The only remaining mystery without a reasonable solution, I think, to run the Raiders of Oakhurst adventure concerns monster abilities that include Recharging. "Recharge 4 5 6" we're pretty sure means roll 1d6, on a 4 5 or 6, it recharges. But is this rolled at the start of the turn, at the end of the turn, at the end of the next turn, what? My answer would be at the start of the monster's turn, as a guess.Also, those monsters that say "Recharge 5", while it's quite possible that this isn't the case, my guess would be it's Designer shorthand that missed editing, and it should be "Recharge 5 6" or whatever.
EDIT: Current speculation that I agree with indicates that if the number isn't listed, a power doesn't recharge on it. Roll a single d6 at the start of the creature's action; if the number on the die is listed for a given power, it recharges. For example, a monster could have as abilities: Uberstab - Recharge 5 6, Crazy Dodge - Recharge 6, and Minor Teleport - Recharge 4. If a 1, 2 or 3 is rolled, nothing recharges. If a 4 is rolled, Minor Teleport recharges. If a 5 is rolled, Uberstab recharges, and if a 6 is rolled, both Uberstab and Crazy Dodge would recharge.
Anyhow, enough babbling, here it is.
Blinded (Based on Invisibility from D&D Miniatures Rules)
Dazed (From D&D Miniatures Rules)
Immobilized (From D&D Miniatures Rules)
Insubstantial (From D&D Miniatures Rules, Monster Statblocks)
Invisible (From D&D Miniatures Rules)
Marked (From Premade Character Sheets and Save My Game Article)
Ongoing Damage (From D&D Miniatures Rules)
Prone (HOUSERULE, based somewhat on D&D 3.5. EDIT - Crawling is from a D&D Experience Report)
Slowed (From a D&D Experience Report, D&D Miniatures Rules)
Stunned (From D&D Miniatures Rules)
Unconscious (Based on Helpless from D&D Miniatures Rules)
Miscellaneous Tidbit #1 (From http://wizards.com/default.asp?x=dnd/drdd/20070822a )
You only get one immediate action per round; presumably, they reset on your action. This is important for creatures such as the Young Black Dragon, who can immediately attack a foe when it misses in melee, and can immediately recharge and use his breath weapon when first bloodied. Why? So it doesn't smack every opponent that misses in melee all the time, and so that if it's already used its immediate action smacking someone, and is then bloodied, it misses its bloodied breath weapon use.
Miscellaneous Tidbit #2 (Based on http://wizards.com/default.asp?x=dnd/drdd/20080201a and a D&D Experience Report, HOUSERULING on Heal DCs)
Keep track of your negative Hit Point value, in case you are attacked or damaged.
You die if you reach negative Hit Points equal to your Bloodied value.
If anything heals you, you return to 0 HP before the healing is applied.
At the end of your turn, if you haven't been stabilized, roll a d20:
1-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered.
EDIT: Edited Prone for new information on crawling rom a D&D Experience Report, updated information on Recharge based on (I think) cleverer guesswork.
EDIT: Added insubstantial, based on D&D Miniatures Rules, and from the Bodak Skulk and Spectral Panther statblocks. Those 2 monsters have abilities that make them insubstantial but also do other things, indicating that insubstantial doesn't normally grant them. Also added why Tidbit #1 is important.
EDIT: Bullet points. Bolding/underlining is next.
EDIT: Bolded condition names. Made edit history smaller. Updated title.
Yes, there may be errors, since I'm not Mike Mearls, just compiling from various sources.
This list was put together with a focus on getting all conditions mentioned in:
1) The pregenerated PCs we've all seen.
2) Monsters in the Raiders of Oakhurst adventure posted on these forums.
EDIT:
3) Monsters in the Second Son adventure posted on these forums.
The only remaining mystery without a reasonable solution, I think, to run the Raiders of Oakhurst adventure concerns monster abilities that include Recharging. "Recharge 4 5 6" we're pretty sure means roll 1d6, on a 4 5 or 6, it recharges. But is this rolled at the start of the turn, at the end of the turn, at the end of the next turn, what? My answer would be at the start of the monster's turn, as a guess.
EDIT: Current speculation that I agree with indicates that if the number isn't listed, a power doesn't recharge on it. Roll a single d6 at the start of the creature's action; if the number on the die is listed for a given power, it recharges. For example, a monster could have as abilities: Uberstab - Recharge 5 6, Crazy Dodge - Recharge 6, and Minor Teleport - Recharge 4. If a 1, 2 or 3 is rolled, nothing recharges. If a 4 is rolled, Minor Teleport recharges. If a 5 is rolled, Uberstab recharges, and if a 6 is rolled, both Uberstab and Crazy Dodge would recharge.
Anyhow, enough babbling, here it is.
Blinded (Based on Invisibility from D&D Miniatures Rules)
- You cannot make Ranged Attacks or Opportunity Attacks.
- All enemies have Concealment 11 against you (when you hit them with a Melee or Ranged attack, roll a d20: On a result of 11 or greater, you hit. Otherwise, you miss.)
- All enemies have have Combat Advantage against you.
Dazed (From D&D Miniatures Rules)
- All enemies gain Combat Advantage against you.
- You cannot flank enemies or help an ally gain flanking.
- You cannot make Opportunity Attacks or use immediate actions.
Immobilized (From D&D Miniatures Rules)
- You cannot move on your own: your Speed is 0.
- Otherwise, you can act normally.
- Effects that push, pull, or otherwise transport you still work normally.
Insubstantial (From D&D Miniatures Rules, Monster Statblocks)
- You take half damage from all attacks except critical hits.
- You cannot move through enemies, walls, or blocking terrain (as normal), and difficult terrain affects you normally.
- You can still attack.
Invisible (From D&D Miniatures Rules)
- No one has Line of Sight to you.
- No one can target you with a Ranged Attack.
- You have Concealment 11 against attackers (when they hit you with a Melee or Ranged attack, they roll a d20: On a result of 11 or greater, they hit. Otherwise, they miss.)
- You have Combat Advantage against enemies you attack.
- Enemies cannot make Opportunity Attacks against you.
Marked (From Premade Character Sheets and Save My Game Article)
- A particular creature has marked you.
- You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one.
- You are at -2 on all attacks that do not include the creature that marked you as a target.
- You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability.
Ongoing Damage (From D&D Miniatures Rules)
- At the start of each of your turns, you take a given amount of a given type of damage.
- Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns.
- If the duration of the effect is 'save ends', remember that saving throws are made at the end of your turn.
Prone (HOUSERULE, based somewhat on D&D 3.5. EDIT - Crawling is from a D&D Experience Report)
- You are at -2 on all attacks.
- All enemies gain Combat Advantage against you.
- A move action only moves you half your speed, and doing so provokes Opportunity Attacks.
- Standing up is a move action that provokes Opportunity Attacks.
Slowed (From a D&D Experience Report, D&D Miniatures Rules)
- Your Speed is 2, unless it would otherwise be 1 or 0, in which case it is unchanged.
- If you have multiple speeds (EG Fly, Climb), they are all reduced to 2 as above.
Stunned (From D&D Miniatures Rules)
- All enemies gain Combat Advantage against you.
- You cannot flank enemies or help an ally gain flanking.
- You cannot make Opportunity Attacks or use immediate actions.
- On your turn, you take no actions. Remember that rolling a saving throw is not an action.
Unconscious (Based on Helpless from D&D Miniatures Rules)
- All Melee Attacks against you are automatic critical hits, maximizing all dice.
- All other attacks against you gain a +4 bonus, but SEE BELOW.
- All enemies have Combat Advantage against you, making the bonus to Non-Melee Attacks +6.
- You cannot flank enemies or help an ally gain flanking.
- You cannot make Opportunity Attacks or use immediate actions.
- On your turn you take no actions, but can still make saving throws.
- See below (Miscellaneous Tidbit #2) if you are unconscious due to having 0 or less HP.
Miscellaneous Tidbit #1 (From http://wizards.com/default.asp?x=dnd/drdd/20070822a )
You only get one immediate action per round; presumably, they reset on your action. This is important for creatures such as the Young Black Dragon, who can immediately attack a foe when it misses in melee, and can immediately recharge and use his breath weapon when first bloodied. Why? So it doesn't smack every opponent that misses in melee all the time, and so that if it's already used its immediate action smacking someone, and is then bloodied, it misses its bloodied breath weapon use.
Miscellaneous Tidbit #2 (Based on http://wizards.com/default.asp?x=dnd/drdd/20080201a and a D&D Experience Report, HOUSERULING on Heal DCs)
Keep track of your negative Hit Point value, in case you are attacked or damaged.
You die if you reach negative Hit Points equal to your Bloodied value.
If anything heals you, you return to 0 HP before the healing is applied.
At the end of your turn, if you haven't been stabilized, roll a d20:
1-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered.
EDIT: Edited Prone for new information on crawling rom a D&D Experience Report, updated information on Recharge based on (I think) cleverer guesswork.
EDIT: Added insubstantial, based on D&D Miniatures Rules, and from the Bodak Skulk and Spectral Panther statblocks. Those 2 monsters have abilities that make them insubstantial but also do other things, indicating that insubstantial doesn't normally grant them. Also added why Tidbit #1 is important.
EDIT: Bullet points. Bolding/underlining is next.
EDIT: Bolded condition names. Made edit history smaller. Updated title.
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