Many of the conditions worked into 5th Edition are redundant, or challenging to remember without needing to reference the rules. The following are a streamlined list of conditions that will feature within the Shattered Realms, and will hopefully be easier to remember.
Some of these conditions share names with their 5th Edition counterparts; don't be confused, there might be changes to the condition even if it seems mostly the same. Whenever a status condition is imposed within a Shattered Realm game, use these versions of each condition.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.
The following definitions specify what happens to a creature while it is subjected to a condition.
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##### Blinded
While a creature has the Blinded condition, they experience the following effects:
- A blinded creature can’t see and automatically fail any check or saving throw that requires sight.
- Attack rolls against a blinded creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]], and the blinded creature's attack rolls have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
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##### Charmed
While a creature has the Charmed condition, they experience the following effects:
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any check to interact socially with the creature.
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##### Deafened
While a creature has the Deafened condition, they experience the following effects:
- A deafened creature can't hear and automatically fails any check or saving throw that requires hearing.
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##### Dying 🛠
While a creature has the Dying condition, they experience the following effects:
- A dying creature remains aware of it's surroundings, and can speak only falteringly.
- The creature immediately gains one level of [[#Exhaustion|exhaustion]].
- The creature automatically fails Strength and Dexterity saving throws.
- The creature can’t take bonus actions or reactions.
- Any attack against a dying creature has [[Abilities & Skills#Advantage & Disadvantage|advantage]], and any attack that hits the creature is a [[Damage and Healing#Critical Hits|critical hit]] if the attacker is within 5 feet of the creature.
- At the end of a dying creature's turn, a [[Damage and Healing#Death Saving Throws|death saving throw]] is made.
During a Dying creature's turn, it may use it's action, only to either crawl at one quarter of it's normal [[Physical Capabilities#Movement Speed|movement speed]], or to use the [[Actions in Combat#Help|Help]] action. If the dying creature uses its action to perform either, an additional [[Damage and Healing#Death Saving Throws 🛠|death saving throw]] is made at the end of it's turn.
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##### Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of [[#Exposed|exposure]], can lead to a special condition called Exhaustion. Exhaustion is measured in six levels of severity. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
| Severity Level | Effect | Restored On |
| -------------- | -------------------------------------------------------------------------------------------------- | ----------- |
| 1 | [[Abilities & Skills#Advantage & Disadvantage\|Disadvantage]] on checks | Short Rest¹ |
| 2 | [[Physical Capabilities#Movement Speed\|Movement speed]] halved | Short Rest¹ |
| 3 | [[Abilities & Skills#Advantage & Disadvantage\|Disadvantage]] on attack rolls and saving throws | Long Rest |
| 4 | Hit point maximum halved | Long Rest |
| 5 | [[Physical Capabilities#Movement Speed\|Movement speed]] reduced to 0 | Long Rest |
| 6 | Creature begins [[#Dying 🛠\|dying]]. | Long Rest |
¹ *- Exhaustion at this level is only restored on a Short Rest if the character has [[Adventuring Gear#Supplies|Basic Supplies]].*
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. If a creature has 1 or 2 levels of exhaustion, finishing a [[Survival Needs#Short Rest|short rest]] reduces a creatures exhaustion level by 1, and finishing a [[Survival Needs#Long Rest|long rest]] will remove both levels of exhaustion. If a creature has 3 or more levels of exhaustion, finishing a [[Survival Needs#Long Rest|long rest]] reduces a creature's exhaustion level by 1.
If the cause of a creature's exhaustion is present when a creature rests, they do not restore any levels of exhaustion. For example, if a creature gains exhaustion from lack of sleep, exhaustion cannot be restored with a short rest; that creature would need proper sleep before their exhaustion can be restored. Similarly if a creature gains exhaustion from an [[Ailments#Addiction and Withdrawal|addiction]], they cannot restore any levels of exhaustion until their [[Ailments#Addiction and Withdrawal|addiction]] is cured.
If a creature has an Exhaustion level of 6 they begin dying. If they are spared from death, the creature immediately falls [[#Unconscious|unconscious]] until at least one level of exhaustion has been restored, either by an appropriate amount of [[Survival Needs#Rest|rest]] or some other means.
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##### Exposed 🛠
While a creature has the Exposed condition, they experience the following effects:
- Any hit points restored by any means only heal half of what they normally would (rounded down).
- An exposed creature cannot have levels of [[#exhaustion|exhaustion]] restored by any means.
- While exposed, a creature's [[Physical Capabilities#Movement Speed|movement speed]] is reduced by half.
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##### Frightened
While a creature has the Frightened condition, they experience the following effects:
- A frightened creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
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##### Invisible
While a creature has the Invisible condition, they experience the following effects:
- An invisible creature is impossible to see without the aid of magic or a special sense.
- Unless the invisible creature is perceived by some manner other than normal sight, attack rolls against the creature have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]], and the creature's attack rolls have [[Abilities & Skills#Advantage & Disadvantage|advantage]].
- When a creature is [[Actions in Combat#Hide|hiding]], it is considered invisible to any creature that it is hiding from. The creature's location can be detected by any noise it makes or any tracks it leaves.
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##### Petrified
While a creature has the Petrified condition, they experience the following effects:
- A petrified creature, along with any nonmagical object it is wearing or carrying, is transformed or encased into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- A petrified creature can't take actions, bonus actions or reactions.
- The creature can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- [[Making an Attack#Attack Rolls|Attack rolls]] against the creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]].
- A petrified creature is considered [[#Stunned|stunned]].
- The creature has [[Damage and Healing#Resistance|resistance]] to all damage.
There may be additional effects depending on the means of petrification. If the petrified creature has been transformed into a material like stone, they become immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Alternatively, If the creature is simply encased in a material like ice, they do not gain this benefit.
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##### Poisoned
While a creature has the Poisoned condition, they experience the following effects:
- A poisoned creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls and checks.
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##### Prone
While a creature has the Prone condition, they experience the following effects:
- A prone creature's only movement option is to crawl, unless it can stand up at the cost of half it's [[Physical Capabilities#Movement Speed|movement speed]], thereby ending the condition.
- The creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls unless the attack is made with the following weapons:
- any crossbow
- any firearm
- blowgun
- wrist shot
- An attack roll against a prone creature has [[Abilities & Skills#Advantage & Disadvantage|advantage]] if the attacker is within melee range of the creature. Otherwise, the attack roll has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
- Moving while prone allows a creature to crawl, moving at half their [[Physical Capabilities#Movement Speed|movement speed]].
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##### Restrained 🛠
While a creature has the Restrained condition, they experience the following effects:
- A restrained creature's [[Physical Capabilities#Movement Speed|movement speed]] is 0 and cannot change while they have this condition.
- [[Making an Attack#Attack Rolls|Attack rolls]] against the creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]], and the creature’s attack rolls have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
- The creature has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on Dexterity saving throws.
- The condition ends if the source of restraint is either destroyed, [[#Stunned|stunned]], falls [[#Unconscious|unconscious]], is [[#Dying 🛠|dying]], or if the restrained creature succeeds an [[Actions in Combat#Escape|escape check]] to free themselves.
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##### Staggered 🛠
While a creature has the Staggered condition, they experience the following effects:
- A staggered creature can either move or take one action on it's turn, not both. If a creature chooses to take the [[Actions in Combat#Attack|Attack]] action, it may only attack once.
- The creature can’t take bonus action or reactions.
- A staggered creature is incapable of [[Abilities & Skills#Concentration|concentrating]] on spells or abilities while it has this condition.
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##### Stunned 🛠
While a creature has the Stunned condition, they experience the following effects:
- A stunned creature can't take actions, bonus actions or reactions.
- The creature can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- [[Making an Attack#Attack Rolls|Attack rolls]] against the creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]].
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##### Unconscious
While a creature has the Unconscious condition, they experience the following effects:
- An unconscious creature can't take actions, bonus action or reactions, can't move or speak and is unaware of it's surroundings
- The creature drops whatever it's holding and falls [[#Prone|prone]].
- The creature automatically fails Strength and Dexterity saving throws.
- [[Making an Attack#Attack Rolls|Attack rolls]] against the creature have [[Abilities & Skills#Advantage & Disadvantage|advantage]].
- Any attack that hits the creature is a [[Damage and Healing#Critical Hits|critical hit]] if the attacker is within 5 feet of the creature.