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Rules · Fantasy RPG · 6

Conditions

A condition is a state such as Poisoned or Prone. The app applies what each one does to attack rolls and saves; the GM rules on the rest.

  • For everyone

How to use it

  • Conditions are shown on the creature. They come from attacks, spells, traps and the GM.
  • Each condition below says what the app applies automatically.

Step by step

  1. An attack, spell or trap puts a condition on a creature.
  2. Rolls by and against that creature get advantage or disadvantage as listed.
  3. The GM removes the condition when it ends, or a timed effect removes it.

Blinded

  • Can't see. Its attacks have disadvantage; attacks against it have advantage.

Charmed

  • Won't attack the one who charmed it. Nothing is applied automatically: the GM rules on it.

Frightened

  • Its attacks have disadvantage.

Grappled

  • Held in place until it breaks free or is let go. Nothing is applied automatically: the GM rules on it.

Invisible

  • Its attacks have advantage; attacks against it have disadvantage.

Paralyzed

  • Can't move or speak. Attacks against it have advantage.
  • Hold Person paralyzes a creature that fails its Wisdom save.

Poisoned

  • Its attacks have disadvantage. Poison traps and gas can cause it.

Prone

  • On the ground. Its attacks have disadvantage.
  • Melee attacks against it have advantage; ranged attacks against it have disadvantage.

Restrained

  • Its attacks have disadvantage and attacks against it have advantage.
  • It makes Dexterity saving throws with disadvantage.

Stunned

  • Can't move or act. Attacks against it have advantage.

Unconscious

  • Knocked out. Attacks against it have advantage, whether in melee or from range.
  • The Sleep spell makes creatures Unconscious.

How Conditions Work Rules Detail

  • The app applies the advantage and disadvantage listed above to every attack and save. It doesn't stop a creature from moving or acting: the GM enforces that.
  • A condition lasts until it is removed. A timed effect removes its condition when its duration runs out.
  • In Pit is noted on a creature that falls into a pit and is cleared when it climbs out.

From the ruleset data

As shown in the app

ConditionSummary
PoisonedHas trouble attacking and doing anything that needs skill.
ProneOn the ground. Melee attacks against it have advantage.
StunnedCan't move or act, and fails Strength and Dexterity saves.
RestrainedSpeed is 0. Attacks against it have advantage.
FrightenedHas trouble acting while it can see the source of its fear.
UnconsciousKnocked out. Drops what it is holding and falls prone.
ParalyzedCan't move or speak. Attacks against it can be critical.
BlindedCan't see. Attacks it makes have disadvantage.
CharmedWon't attack the charmer and the charmer has advantage on social checks.
GrappledSpeed is 0 until it breaks free or the grabber lets go.

Important rules

  • Advantage and disadvantage from conditions are applied automatically.
  • Anything else a condition means is the GM's call.

Common questions

Who removes a condition?

The GM, or the timed effect that put it there when it ends.

Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)