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0% found this document useful (0 votes)
8 views

Condition Cards

Uploaded by

1stsoah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Filth Fever Winded Seeded Bone Wrack

Condition Condition Condition Condition

Disease - Disease -

Filth Fever is a nefarious disease commonly Winded Creatures are slowed by labored The seed remains dormant within the host for 24 The moisture in your joints evaporates, causing
contracted through the bite of diseased creatures or breathes for up to 1 minute. hours, after which, it starts to grow. At the end of stiffness and pain. Your Dexterity score is
exposure to unsanitary conditions, manifesting its each day, the seeded creature’s hit point reduced by 1d4 and each time you Move, you
symptoms after an incubation period of 1d4 days. maximum is reduced by 1d6, as the seed draws take 1d4 Necrotic damage for every 10 feet
The disease progress through three debilitating upon the host to grow.
stages, each worse than the last.  Movement speed is halved. traveled.
 Makes Defense rolls at Disadvantage. A Seeded creature has disadvantage on Wisdom
STAGE 1: The victim suffers disadvantage on Strength
 Does not add its Dexterity Bonus to any saving throws from the Orchard. Whenever a
and Dexterity checks and saves.
Defense rolls it makes. Seeded creature sees the Orchard or its proxies, it Expiry. Bone Wrack lasts until you regain at
STAGE 2: Speed is halved, and disadvantage on  Only regains AP equal to their Hit Dice must make a Wisdom saving throw, or be least 1 point of Dexterity or receive healing of
attack rolls. (the HD is not expended). Charmed by the Orchard. 3rd level or higher.
STAGE 3: Hit Point Maximum is halved. If a seeded creature is reduced to 0 hit points, it
Expiry. The Winded condition lasts for only up rises as an Orchard Thrall in 2d8 hours. If it’s hit
At the end of each Long Rest, the victim must make a point maximum is reduced to 0, it instead
to 1 minute, and the creature can make a
DC 14 Constitution saving throw. On a success, they
Constitution saving throw at the end of each of becomes an Orchard Tree.
alleviate the disease by 1 stage, but a failure

Mad Soul Chill

Condition Condition

- Curse, 7th level


◯◯◯◯◯◯◯◯◯◯
For each point of Madness you have, you gain
a +1 bonus to damage rolls with your attacks
and gain a +1 Damage Reduction from all non-
 Soul Chill is measured in levels, and a
magical sources other than psychic.
creature’s hit Point Maximum is reduced
You have disadvantage on Concentration by 5 for each level of Soul Chill.
checks, Wisdom and Sanity saving throws, and  At 5 levels of Soul Chill, you roll ability
Intelligence checks. checks and saving throws with
disadvantage.
If you are not a Sorcerer, you take psychic
damage equal to the amount of Madness you
Expiry. If you exceed a number of levels of Soul Chill
possess at the end of your turns.
equal to your Level, you are rendered Unconscious. If
this effect reduces your Hit Point Maximum to 0, you
You have resistance to this condition if you
spawn a Shadow and cannot be revived by any
have resistance/immunity to the Charmed
means until the Shadow is slain.
condition. You have vulnerability to this
Bleeding Blinded Charmed Dazed

Condition Condition Condition Condition

- - - -

A grievous wound has caused uncontrolled


bleeding, either internally, or externally, until it
is contained:  A Blinded creature can’t see.  A charmed creature can’t attack the  A dazed creature has disadvantage on
 Automatically fails any ability checks charmer or target the charmer with attack rolls and saving throws
that requires sight. harmful abilities or magical effects.  You cannot maintain Concentration.
 Makes Defense rolls at Disadvantage.  The Charmer has advantage on any
 Your Hit Point Maximum is reduced by 1  Does not add its Dexterity Bonus to any ability check to interact socially with the
at the start of each of your turns. Defense rolls it makes. creature. Note: Critically failing against Thunder damage
 You subtract half the triggering damage  Makes Attack Rolls at Disadvantage. can cause this effect.
from any healing you receive.

Note: Critically failing against Radiant damage


Expiry. A creature within 5 feet can make a DC can cause this effect.
15 Medicine check or use a Healer’s Kit to end
the condition.

Deafened Frightened Grappled Incapacitated

Condition Condition Condition Condition

- - - -

 A deafened creature can’t hear  Disadvantage on Ability checks and  Your speed becomes 0.  You cannot spend AP.
 Automatically fails any ability check that Attack rolls while the source of its fear is  You cannot benefit from any bonuses to  You cannot maintain Concentration.
requires hearing. within line of sight. speed.  You cannot speak.
 Cannot willingly move closer to the  You have disadvantage on Initiative
source of its fear. rolls.
Note: Critically failing against Thunder damage Expiry. This condition ends if the Grappler is
can cause this effect. incapacitated, or if an effect removes the
grappled creature from the reach of the
grappler.
Intoxication I Intoxication II Intoxication III Intoxicated IV

Condition Condition Condition Condition

Buzzed Tipsy Merry Drunk

After drinking, make a Constitution saving After drinking, make a Constitution saving After drinking, make a Constitution saving After drinking, make a Constitution saving
throw (DC 8 + 1 per Drink had within the Hour). throw (DC 10 + 1 per Drink had within the throw (DC 12 + 1 per Drink had within the throw (DC 14 + 1 per Drink had within the
On a failure, you gain the following: Hour). On a failure, you gain the following: Hour). On a failure, you gain the following: Hour). On a failure, you gain the following:

 Disadvantage on Perception checks  Disadvantage on all contested ability  You are Poisoned.  Require an Ability Check to be successful at
 Disadvantage on saving throws against checks.  Apply a 1d4 penalty to all Dexterity, any desired action (e.g. talking, running, etc).
being Charmed.  Gain 1d8 Temporary Hit Points each Intelligence, Wisdom and Charisma  Apply a 1d4 penalty to all Dexterity,
 Advantage on saving throws against Intelligence, Wisdom, and Charisma checks
time you fail an ability check. checks and saving throws.
and saving throws.
being Frightened.

Expiry. At the end of each hour, make a Expiry. At the end of each hour, make a Expiry. At the end of each hour, make a
Expiry. At the end of each hour, make a Constitution saving throw vs the DC. On a Constitution saving throw vs the DC. On a Constitution saving throw vs the DC. On a
Constitution saving throw vs the DC. On a success, you remove one level of Intoxication. success, you remove one level of Intoxication. success, you remove one level of Intoxication.
success, you remove one level of Intoxication. On a critical failure, you gain another level of On a critical failure, you gain another level of On a critical failure, you gain another level of

Intoxicated V Intoxicated VI Fatigued Invisible

Condition Condition Condition Condition

Falling Down Passed Out Drunk ◯◯◯◯◯◯◯◯◯◯ -

After drinking, make a Constitution saving After drinking, make a Constitution saving When you acquire Fatigue, you experience the
throw (DC 16 + 1 per Drink had within the throw (DC 18 + 1 per Drink had within the following:
 You are impossible to see without the
Hour). On a failure, you gain the following: Hour). On a failure, you gain the following:
aid of magic or a special sense.
 You aren’t affected by any effect that
 This Condition is cumulative. You die if requires its target to be seen.
 You are Incapacitated.  You are Unconscious. your Fatigue level exceeds 10.  You have advantage on Initiative rolls.
 If you fail the Constitution saving throw at the  You gain 1 level of Fatigue.  Whenever you roll a d20, subtract your  Your Attack and Defense Rolls have
end of the hour to improve your condition, Fatigue level from the roll. Advantage, unless a creature can see you
you fall Unconscious.
 You gain 1 level of Fatigue.
with magic or Blindsight.
Expiry. At the end of each hour, make a
 Roll 1d4. Subtract the result from either your Constitution saving throw vs the DC. On a Expiry. Finishing a Long Rest removes 1 level of
Dexterity, Intelligence, Wisdom, or Charisma
success, you remove one level of Intoxication. Fatigue, improving Survival Conditions also
score (your Choice).
adjusts your levels of Fatigue.
Expiry. At the end of each hour, make a
Constitution saving throw vs the DC. On a
success, you remove one level of Intoxication.
Muted Paralyzed Petrified Poisoned

Condition Condition Condition Condition

- - - -

 You cannot willingly speak or make  You are Incapacitated.  Your body is transformed or incased,  You have Disadvantage on Attack Rolls.
sound from your mouth.  You cannot move or speak. along with any nonmagical object you  You have Disadvantage on Ability
 You cannot cast spells with Verbal  You automatically fail Strength and are wearing or carrying, into/in a solid, Checks.
Components Dexterity saving throws. inanimate substance (usually stone). Its
weight increases by a factor of 10, and it Note: Critically failing against Poison damage
ceases aging. can cause this effect.
Note: Critically failing against Lightning damage  You are Paralyzed.
can cause this effect.  You are unaware of your surroundings.
 You have Resistance to all damage
except Psychic and Thunder.
 You are Immune to Poison and Diseases,
although a Poison or Disease already in
your system is Suspended, not
Neutralized.
Mad

Condition

For each point of Madness you have, you gain


a +1 bonus to damage rolls with your attacks
and gain a +1 Damage Reduction from all non-
magical sources other than psychic.

You have disadvantage on Concentration


checks, Wisdom and Sanity saving throws, and
Intelligence checks.

If you are not a Sorcerer, you take psychic


damage equal to the amount of Madness you
possess at the end of your turns.

You have resistance to this condition if you


have resistance/immunity to the Charmed
condition. You have vulnerability to this
Positive Energy
Stunned
Corruption I Positive Unconscious
Energy Corruption II Positive Energy
Ignited
Corruption III ▶ ◀ Positive Energy
Poisoned
Corruption III

Condition Condition Condition Condition

Disease, 3rd level,-Vital Overgrowth Disease, 4th level,-Luminous Bloom Disease, 5th level,-Eternal Euphoria Disease, Eternal
- Euphoria

Being exposed to a significant source of Positive Your skin becomes translucent and glows, and you Soft, cancerous
Whenever growths
a spell cause deals
or effect your body to swell,
lingering fire Additionally, you are radioactive. If a creature
Energy, your skin becomes subtly luminous, and you gain the following: your
damagehands
toand feet
you, revert
you are into that of infants, and
Ignited: is exposed to your Aura for a number of rounds
Youfollowing:
 the
gain are Incapacitated.  You are Incapacitated. your eyes to seal shut, as a result:  You
that havetheir
exceeds Disadvantage on Attack
Charisma modifier, Rolls.
they are
 You can’t move and can speak only  You cannot move or speak and are  Your body engulfed in flames, and you  You have Disadvantage on Ability
 You emit bright light out to 10 feet, and dim afflicted with Positive Energy Corruption I.
falteringly. unaware of your surroundings. takearefire damage at the startHover
of your Checks.
 You gain +10 Hit Point Maximum at the start of light for an additional 10 feet.  You Blinded and gain a 10-foot speed.
 You automatically
each day, and you age fail Strength
at half andrate.
your normal Youbecome
 You drop whatever
Resistant you are holding
to Necrotic and
Damage, turn.APThis
 Your damage
is reduced is equal
to your Charismato modifier.
a number
 Dexterity
You becomesaving throws.
resistant to Poison and the fall Vulnerable
but Prone. to Radiant Damage. of d6s
 You stopequal to cannot
aging and the level of the
be aged. Youtriggering
are immune Note: Critically failing against Poison damage
to Poison, the Poisoned condition, and all other Expiry.
can Only
cause Divine
this Intervention or Wish spell
effect.
 You make
Poisoned Defense Rolls at
condition. Youtake
 You automatically failtoStrength
a 1d4 penalty and
Wisdom and effect (DM sets a level if one is not
Diseases.
 Whenever you touch a creature, as an Action,
Disadvantage. Dexterity saving
Intelligence checksthrows.
and saving throws. present). can reverse this level of Corruption. If you die
 You regenerate 5 hit points at the start of your turn,
you can restore a number of hit points to that  Your moral alignment changes to Good. You shed
 unless Bright
you have Light
received out to
Necrotic 5 feetsince
damage and while afflicted, you immediately become a
creature equal to your Charisma modifier. Your
your
Dimlast turn.for an additional 15 feet.
Light Lantern Archon and are transported to the
Hit Point Maximum increases by the same Expiry. If you are affected by Necrotic Damage equal  You are Charmed by all creatures.
amount.  You emit a healing aura equal to the light you emit. Plane of Celestia.
to your Charisma score while your Hit Point
Maximum is less than twice your Original, you revert This aura heals all creatures within it for a number
Expiry. If you are affected by Remove Curse, Greater Expiry. Unless
of d4s equal the flames
to your are modifier
Charisma Magical,at you can
the start
to the previous stage. If you take Radiant Damage
Restoration, or Necrotic Damage equal to your end the condition
of each by dousing
of your turns. the fire
If the creature with an
is Undead, it
equal to or greater than your Charisma score, or are instead takes damage equal to the same amount.
Charisma score, this effect ends. If you start a day action or by being subjected to water.

Negative Energy Corruption I Negative Energy Corruption II Negative Energy Corruption III ▶ ◀ Nega
Condition Condition Condition
rd th
Disease, 3 level, Necrotic Weakness Disease, 4 level, Decaying Aura Disease, 5th level Soul Erosion
Being exposed to a significant source of Negative Your flesh begins to rot, and you emit a foul odor, Your skin dies and you gain the following: Additiona
Prone Restrained
Energy, your skin dries, and you gain the Slowed
and you gain the following: within 30
following:  You are Blind but gain blindsight equal to 10
times your Charisma modifier.
rest beco
Condition Condition  You have disadvantage on Stealth and
Condition
Charisma checks.  You gain the Undead Creature Type. rests in p
 Your Hit Point Maximum is reduced by 5 at the
 You become Resistant  You are immune to Poison, the Poisoned afflicted w
- end of each day.
- - to Radiant Damage, but Condition, and are unaffected by the effects of
 Poison damage is treated as Necrotic damage to Vulnerable to Necrotic Damage.
you.  You emit a 10-foot aura that reduces all
other Diseases. Expiry. O
 Whenever you touch a creature, as an Action,  Healing spells, potions, and effects that do not
healing by half. spell can
and force that creature to make a Constitution deal Necrotic damage or Strength Drain to other
 If you would receive healing, you instead take you die w
 Your only movement option is to crawl. Your speed
 saving becomes
throw. On a failure,0, and
they you
lose cannot
1d4 You must
 Necrotic spend 1 extra foot of creatures have no positive effect on you, and
damage. instead deal Necrotic damage to you. If you cast spawn a S
 You have disadvantage on Melee Attack Strength
benefit and your
from Hitbonuses
any Point Maximum
to yourincreases
speed. movement for everychanges
foot you move
 Your moral alignment to Evil.
by the amount lost. a Healing Spell, it instead deals Necrotic damage Zombie in
Rolls.  You have disadvantage on Attack and using your Speed. to the target.
Expiry. If you are affected by Radianton
Damage equal Rolls.
to a Specter
 You have disadvantage on Defense Rolls Defense
Expiry. Rolls.
If you are affected by Remove Curse,  You have Disadvantage Defense  Any time you deal Necrotic damage to another
your Charisma score while your Hit Point Maximum is died.
against Melee Attacks.  You have Disadvantage
Greater Restoration, on Dexterity
or Radiant Damage equal to  You have Disadvantage on Dexterity
equal to your Original, you revert to the previous stage. If
creature, you regain Hit Points equal to half the
 As a Bonus Action, you can give saving throws.
your Charisma score, this effect ends. If you end a saving
you take throws.
Necrotic Damage equal to or greater than your damage dealt. If you reduce a creature to 0 hit
points with Necrotic damage, you restore your
advantage on Ranged Attack Rolls. day with half your Hit Point Maximum or fewer, Charisma score, or are affected by Negative Energy, you
advance to the next stage. Hit Point Maximum instead.
 You have advantage on Defense Rolls you advance to the next stage.
against Ranged Attacks.

Note: Critically failing against Thunder damage


can cause this effect.

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