| name | gm-conditions |
| description | Status conditions and exhaustion reference (blinded, charmed, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned, unconscious, etc.). Load when applying or resolving a condition. Persist via gm-condition.sh (PC) / gm-npc.sh condition (party) / gm-combat.sh condition (enemies). |
Conditions
| Condition | Effect |
|---|
| Blinded | Can't see; auto-fail sight checks; disadvantage on attacks |
| Charmed | Can't attack charmer; charmer has advantage on social checks |
| Deafened | Can't hear; auto-fail hearing checks |
| Frightened | Disadvantage while source in sight; can't move closer |
| Grappled | Speed 0 |
| Incapacitated | No actions or reactions |
| Paralyzed | Incapacitated; can't move/speak; auto-fail Str/Dex saves; melee crits |
| Poisoned | Disadvantage on attacks and ability checks |
| Prone | Disadvantage on attacks; melee vs it has advantage |
| Restrained | Speed 0; disadvantage on attacks and Dex saves |
| Stunned | Incapacitated; can't move; barely speak |
| Unconscious | Incapacitated; can't move/speak; unaware; drops prone |
Unconscious at 0 HP is the dying gate, not death. It resolves to stable (healed/saves) or dead (kit's death rule). On PC death, persist it and run the Death Protocol (CLAUDE.md).
Exhaustion
1: disadvantage on ability checks · 2: speed halved · 3: disadvantage on attacks & saves · 4: HP max halved · 5: speed 0 · 6: death.