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<blockquote data-quote="Sadrik" data-source="post: 6432647" data-attributes="member: 14506"><p>I felt like the list of conditions that are in PHB do not encompass enough of the conditions that are commonly used in the game. Here are a couple more that can be added to the list. Let me know if there are any errors or if there are additional conditions that should exist.</p><p></p><p>PHB listed conditions:</p><p>Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious and the Exhaustion track.</p><p></p><p>Additional conditions:</p><p>Concentrating</p><p>Maintain one spell. If you take damage make a CON save equal to half the damage or 10 whichever is higher. Fail lose the spell. Other things may also cause you to lose concentration.</p><p></p><p>Dodging</p><p>Disadvantage to attack you and Advantage on DEX saves.</p><p></p><p>Encumbered</p><p>Your speed drops by 10 feet. (carrying 5 times STR score in weight or STR requirement not met for armor)</p><p></p><p>Encumbered, Heavily</p><p>Your speed drops by 20 feet and you have disadvantage on STR and DEX checks, attacks and saves. (Carrying 10 times STR score in weight)</p><p></p><p>Encumbered, Over</p><p>Your speed drops to 0 and you fail any STR and DEX checks, attacks, and saves. (Carrying 15 times STR score in weight or more)</p><p></p><p>Difficult Terrain</p><p>Each 1' of movement costs +1'</p><p></p><p>Climbing</p><p>Each 1' of movement costs +1'</p><p></p><p>Crawling</p><p>Each 1' of movement costs +1'</p><p></p><p>Swimming</p><p>Each 1' of movement costs +1'</p><p></p><p>Stealth</p><p>Each 1' of movement costs +1'</p><p></p><p>Jumping, Long</p><p>With at least 10' of movement before, jump feet equal to your strength score or 1/2 that from standing.</p><p></p><p>Jumping, High</p><p>With at least 10' of movement before, jump 3 + your strength modifier in feet or 1/2 that from standing.</p><p></p><p>Squeezing</p><p>Each 1' of movement costs +1' and Disadvantage on attack rolls and DEX saves. Attackers have advantage against squeezing opponents.</p><p></p><p>Dying</p><p>At 0 HP, unconscious, and roll death saves each round until stable or dead. 3 successful saves they become stable, 3 failed saves they are dead. '20' you recover with 1 HP and a '1' is two failures and damage is one failure and a critical hit is two failures.</p><p></p><p>Stable</p><p>At 0 HP, unconscious, and after 1d4 hours you recover with 1 HP.</p><p></p><p>Unseen Attacker</p><p>Advantage against targets that cannot see you.</p><p></p><p>Unseen Target</p><p>Disadvantage and if the target is not in the location you target you automatically miss.</p><p></p><p>Hidden</p><p>Give away your location when you attack. Give away your location if you make a noise. Give away your location when you move out of total cover or heavily obscured, DM may allow you to remain hidden though.</p><p></p><p>Shoved</p><p>Knocked prone or pushed 5' away from you.</p><p></p><p>Cover, Half</p><p>+2 AC and Dexterity saves</p><p></p><p>Cover, Three-Quarters</p><p>+5 AC and Dexterity saves</p><p></p><p>Cover, Total</p><p>Cannot be targeted with an attack or spell. Can try to hide.</p><p></p><p>Obscured, Lightly</p><p>Disadvantage on sight checks such as Wisdom (perception) checks</p><p></p><p>Obscured, Heavily</p><p>Blinded. Can try and hide.</p><p></p><p>Opportunity Attack</p><p>When a creature leaves your reach, use your reaction to make an attack against them.</p><p></p><p>Suffocating</p><p>Hold breath a number of minutes equal to 1 + Constitution modifier (minimum 30 seconds) after that it survives a number of rounds equal to its Constitution modifier (minimum 1) and then drops to 0 HP and is dying.</p><p></p><p>Starving</p><p>One pound of food per day, can go without food a number of days equal to 3 + Constitution modifier (minimum 1) after that the character receives one level of exhaustion for each day they do not eat. eating 1 pound of food resets this.</p><p></p><p>Dehydrated</p><p>One gallon of water per day (2 in hot conditions), drinking half that requires a Constitution save (15) or gain a level of exhaustion, if less than that is drank exhaustion level is automatic.</p><p></p><p>Armor Non-proficiency</p><p>Disadvantage on Strength and Dexterity ability checks, saves, and attack rolls. Fail all spellcasting.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6432647, member: 14506"] I felt like the list of conditions that are in PHB do not encompass enough of the conditions that are commonly used in the game. Here are a couple more that can be added to the list. Let me know if there are any errors or if there are additional conditions that should exist. PHB listed conditions: Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious and the Exhaustion track. Additional conditions: Concentrating Maintain one spell. If you take damage make a CON save equal to half the damage or 10 whichever is higher. Fail lose the spell. Other things may also cause you to lose concentration. Dodging Disadvantage to attack you and Advantage on DEX saves. Encumbered Your speed drops by 10 feet. (carrying 5 times STR score in weight or STR requirement not met for armor) Encumbered, Heavily Your speed drops by 20 feet and you have disadvantage on STR and DEX checks, attacks and saves. (Carrying 10 times STR score in weight) Encumbered, Over Your speed drops to 0 and you fail any STR and DEX checks, attacks, and saves. (Carrying 15 times STR score in weight or more) Difficult Terrain Each 1' of movement costs +1' Climbing Each 1' of movement costs +1' Crawling Each 1' of movement costs +1' Swimming Each 1' of movement costs +1' Stealth Each 1' of movement costs +1' Jumping, Long With at least 10' of movement before, jump feet equal to your strength score or 1/2 that from standing. Jumping, High With at least 10' of movement before, jump 3 + your strength modifier in feet or 1/2 that from standing. Squeezing Each 1' of movement costs +1' and Disadvantage on attack rolls and DEX saves. Attackers have advantage against squeezing opponents. Dying At 0 HP, unconscious, and roll death saves each round until stable or dead. 3 successful saves they become stable, 3 failed saves they are dead. '20' you recover with 1 HP and a '1' is two failures and damage is one failure and a critical hit is two failures. Stable At 0 HP, unconscious, and after 1d4 hours you recover with 1 HP. Unseen Attacker Advantage against targets that cannot see you. Unseen Target Disadvantage and if the target is not in the location you target you automatically miss. Hidden Give away your location when you attack. Give away your location if you make a noise. Give away your location when you move out of total cover or heavily obscured, DM may allow you to remain hidden though. Shoved Knocked prone or pushed 5' away from you. Cover, Half +2 AC and Dexterity saves Cover, Three-Quarters +5 AC and Dexterity saves Cover, Total Cannot be targeted with an attack or spell. Can try to hide. Obscured, Lightly Disadvantage on sight checks such as Wisdom (perception) checks Obscured, Heavily Blinded. Can try and hide. Opportunity Attack When a creature leaves your reach, use your reaction to make an attack against them. Suffocating Hold breath a number of minutes equal to 1 + Constitution modifier (minimum 30 seconds) after that it survives a number of rounds equal to its Constitution modifier (minimum 1) and then drops to 0 HP and is dying. Starving One pound of food per day, can go without food a number of days equal to 3 + Constitution modifier (minimum 1) after that the character receives one level of exhaustion for each day they do not eat. eating 1 pound of food resets this. Dehydrated One gallon of water per day (2 in hot conditions), drinking half that requires a Constitution save (15) or gain a level of exhaustion, if less than that is drank exhaustion level is automatic. Armor Non-proficiency Disadvantage on Strength and Dexterity ability checks, saves, and attack rolls. Fail all spellcasting. [/QUOTE]
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