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RPStat - Conditions

Keywords: RP-CONDITIONS, RP_CONDITIONS, ADVANTAGE, DISADVANTAGE, BLEEDING, BLINDED, BURNING, CAMOUFLAGE, CHARMED, DEAFENED, DROWNING, DRUNK, FREEZING, FRIGHTENED, GRAPPLED, HASTED, HIDDEN, INCAPACITATED, INVISIBLE, KNOCKDOWN, KNOCKBACK, PARALYZED, PETRIFIED, POISONED, PRONE, RESTRAINED, SLOWED, STAGGERED, STUNNED, UNCONSCIOUS
Category: newbie
These are RP Combat Conditions that modify the abilities and position of the targets.

Advantage: On attacks, saves or ability checks, roll twice and take the higher of the two rolls.

Disadvantage: On attacks, saves or ability checks, roll twice and take the lower of the two rolls.

Bleeding: While bleeding, the target suffers 1d4 damage per round. No IRV is applied. To stop the bleeding, the victim must use a skill to bandage their wound or heal in some other way (spell, potion, wand, etc). Bleeding affects may stack from multiple wounds.

Blinded: The target cannot see. They automatically fails any ability check that requires sight. Attacks vs the Target have advantage, the Target's attacks have disadvantage.

Burning: The target is considered on fire and will suffer an additional 1d4 fire damage per round until the fire it put out. Every other round the target is burning, an additional 1d4 fire damage is added. (Eg, round 1-2 1d4 fire damage, round 3-4 2d4 fire damage, round 5-6 3d4 fire damage, etc)

Camouflage: The target is obscured from being seen while in 'plain sight' due to their ability to blend into the surroundings if their roll exceeds the PASSIVE PERCEPTION check (DC10 + WISDOM BONUS) or an ACTIVE Perception roll. Attacks vs the Target have advantage, the Target's attacks have disadvantage.

Charmed: The target can't attack charmer or target charmer with harmful abilities/effects. The Charmer has advantage on check to interact socially with the Target.

Deafened: The Target can't hear and automatically fails any check that requires hearing. Attacks from behind or out of sight have advantage against the target.

Drowning: The target is unable to breath and will suffer an additional 1d4 drown damage per round until they are pulled from the liquid, have otterlungs or another affect that allows them to breath in the water, or the drowning affect ends. Every other round the target is drowning, an additional 1d4 drown damage is added. (Eg, round 1-2 1d4 drown damage, round 3-4 2d4 drown damage, round 5-6 3d4 drown damage, etc).

Drunk: The Target has disadvantage on attacks, WIS, INT and willpower saving throws.

Freezing: The target is considered on chilled and will suffer an additional 1d4 cold damage per round until they are warmed. Every other round the target is freezing, an additional 1d4 cold damage is added. (Eg, round 1-2 1d4 cold damage, round 3-4 2d4 cold damage, round 5-6 3d4 cold damage, etc)

Frightened: The target has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The Target can't willingly move closer to the source of its fear.

Grappled: Speed becomes 0, cant benefit from any bonus to speed. The Target may try to break free with an opposed STR or DEX roll, but may not make other actions with the exception of TOUCH spells/skills.

Hasted: The target may take 1 additional physical action.

Hidden: The target is obscured from view if their roll exceeds the PASSIVE PERCEPTION check (DC10 + WISDOM BONUS) or an ACTIVE Perception roll. They remain hidden in place until they act. Attacks vs the Target have advantage, the Target's attacks have disadvantage.

Incapacitated: An incapacitated Target can't act or reaction on their turn. Attacks against an incapacitated target gain +3 hitroll and advantage to bypass the armor. Any hit against an incapacitated target are automatically considered Critical for the purpose of damage.

Invisible: The Target is impossible to see without the aid of magic or a special sense. The Target's location can be detected by noise or any tracks it leaves. Attacks vs the Target have disadvantage, the Target's attacks have advantage.

Knockdown: The Target is forced to the ground. They may not use melee, AOE, or touch attacks while on the ground. They roll disadvantage for ranged attacks. Attacks vs the Target have advantage.

Knockback: The Target is knocked away from attacker. If they are knocked into a solid surface, they take 1d6 bash damage for each 5 feet they are knocked back. If the damage (after IRV) they take from the knockback is above 10, they must roll a fortitude save versus the damage to not be STUNNED.

Paralyzed: The Target is frozen and can't move/speak. Target automatically fails STR and DEX saving throws. Attack rolls against the Target have advantage. Any attack that hits is considered a Critical for the purposes of damage if attacker is within 5 of Target.

Petrified: The Target is transformed, along with any nonmagical object it is wearing or carrying, into solid inanimate substance (usually stone). Weight increases by x10, Target ceases aging. Target is considered PARALYZED. The Target has resistance to all damage. Target is immune to poison and disease; poison or disease already in its system is suspended, not neutralized.

Poisoned: The Target has disadvantage on attack rolls and ability checks. Each Round, the Target takes 1d4 poison damage.

Prone: The Target's only movement option is to crawl, unless it stands up which take their turn action (they still have their free action). Attacks vs the Target have advantage if the attacker is within 5ft of the target, the Target's attacks have disadvantage.

Restrained: The Target's speed becomes 0, cant benefit from any bonus to its speed. Attacks vs the Target have advantage, and the Target's attacks have disadvantage and cannot to attacks that require movement (eg, bash, shield bash, etc). The Target has disadvantage on DEX saving throws.

Slowed: The Target speed is cut in half. In Addition they lose 1 attack per round. If they only have 1 attack per round, they lose their attack every other round until no longer under the slow affect.

Staggered: The target is temporarily off guard. This affect applies -2 HITROLL and -2 AC to the target affected by the condition.

Stunned: Target is temporarily dazed. They cant move, and can speak only falteringly. Target automatically fails STR and DEX saving throws. They may not attack while stunned. Attack rolls against the Target have advantage.

Unconscious: Target incapacitated, can't move, can't speak, and is unaware of surroundings. The Target drops whatever it's holding and is considered INCAPACITATED. Allies may try to wake the target.

NOTE: Should no duration be specified elsewhere, each condition described will last for [1 Round]; therefore, it will lose effect at the end of the victims next turn.

NOTE: One minute is considered 6 rounds in RP combat.