Status Effects

Name Icon Effect
Ageless You stop aging.

You are immune to any effect that would age you, and you can't die from old age.
Armor Encumbered If you don't have the required amount of Body to equip the armor, you Walking Speed drops by -10.
Backlash Creature cannot take reactions.
Banished A creature banished is Incapacitated and immune to all damage.
Barely Wounded A health status where a creature's health is: >= 75% and < 100%
Bleeding
  • A Bleeding creature suffers 1d4 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 10 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Blinded A Blinded creature can't see and automatically fails any Skill Roll that requires sight.
Bloodied A health status where a creature's health is: >= 25% and < 50%
Bolstered Bolstered creatures can't be Charmed or Frightened, and they gain ADV on Skill Rolls.
Casting The creature is casting a that takes longer than a round to cast, and therefore must do only this action until the cast timer is complete.

While casting the creature can move, if the spell description allows, but must continue to use the spell components (verbal, somatic, material) to complete the spell, otherwise the spell fails, and the spell slot is used.

This status effect is also applied if the caster uses a spell as a ritual, which takes 10 minutes to cast.
Challanged The creature cannot move AWAY from the creature.
Charmed
  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.
Concentrating You are Concentrating on a Spell or Ability.

If you take any damage, you must make a Psyche Defensive Roll the higher of: DC10 or DC = half damage taken (this is automatically rolled by Janus).

You can also End Concentration as a Reaction.
Confused An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
Effect
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2 - 6The creature doesn't move or take actions this turn.
7 - 8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Crusher Effect When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dazed You have minus .
Dead A dead creature or player cannot take any actions, reactions, or use action points. The only hope now is for the creature to return to life by magic.
Deafened
  • A deafened creature can't hear and automatically fails any ability check that requires hearing.
Diseased There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc.
Dominated The creature obeys all commands, even if it is against the creature's nature.
Drunk
Dying
  • Death Saving Throws At the beginning of the creature's turn, the creature rolls death saving throws.

    Death saving throws are made at the beginning of the character’s turn. Unlike other saving throws, there is no bonus from ability modifiers to this roll.

    Roll a d20. If the result is a 10 or higher, it counts as one success. If the result is less than 10, it counts as a failure. You want to get three successes to cling on to life and become stable. If you get three failures, your character dies. It doesn’t matter what order these successes or failures come in.

    It is possible to have a critical success or a critical failure on your death saves.

    On a roll of 1, you take two failures instead of the normal one.

    If you roll a 20, you instantly recover with 1 hit point.
  • Damage Taken While Dying While dying you are considered unconscious. Any attack roll done is an automatic critical (in terms to do massive damage to autokill the creature).

    If the player is hit by non-critical damage, the player automatically takes 1 failed death save.

    If the player is hit by critical damage, the player automatically takes 2 failed death saves.
  • 3 Death Saves After 3 failed death saves your character is considered dead.
  • Hidden Rolls All death saving throws are considered hidden rolls, and the result is only visible to the DM. This helps prevent metagaming by players.
Encumbered f you carry more than: Creature Size Weight Multiplier * (5 + Body) → Your Walking Speed drops by 10 ft.
Enfeebled Weapon attacks by the creature are halved in damage.
Exhausted When traveling for to long (more than 6 to 8 hours in a day), or you haven't gotten 6 hours of Sleep and light rest, you can become Exhausted.

Basically this means a creature becomes very tired. The GM can apply stacks of Maimed, or blanket Exhausted to a creature that is effected by Exhausted.

GM Note:
What makes Undead so dangerous is that they can march almost endlessly and require no food or Sleep, and are not susceptible to becoming Exhausted.
Feebleminded The creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.
Fresh A health status where a creature's health is = 100%
Frightened
  • A frightened creature has disadvantage on ability 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.
Grappled
  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Grappling A creature who has successfully completed a grapple check, is grappling a creature. Their speed is halved.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Greater Invisible Not only are you invisible, but you are not revealed while: using abilities, casting spells, skill checks, or making any attacks.
Guided After a caster uses the Guidance spell on a creature to potentially improve a failed skill check as a reaction, they have been guided, and cannot gain benefit from the guidance spell again until a long rest.
Hamstrung The speed of the creature is halved.
Hasted Typically, when the Haste ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it, or incapacitated.
Heavily Encumbered If you carry weight in excess of 10 times your Body score, up to your maximum carrying capacity, you are instead Heavily Encumbered, which means your Walking Speed drops by another -10 feet and you have DIS on Challenge Rolls using your Body.

This stacks with Encumbered.
Hidden To be Hidden, you must first successfully take the Hide action.

This means the character must have some type of obscurement to ALL hostile creatures in the encounter (as creatures will communicate if they see a creature trying to hide).

This status effect (Hidden) is also a Hidden Roll to the Caster, this prevents metagaming, as the creature does not know if it is truly hidden or not.

The GM can see all status effects (visible, hidden, or secret).

Once the Caster is Hidden, the Caster CANNOT be the Target by hostile creatures, and is considered heavily obscured.

If successfully Hidden, the next Attack Roll the creature does, is considered at Advantage.

The GM may also grant Surprised if this is acted outside of combat/initiative.
Holy Turned This status effect is broken on any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.

It also can’t take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.

If there’s nowhere to move, the creature can use the Dodge action.
Huo Stance The stance of hardness or fire. One of the core stances every monk learns when training.
Immobile The speed of the creature is zero.
Impaired An Impaired creature has DIS on Challenge Rolls that use Body.
Incapacitated
  • An incapacitated creature can't take actions or reactions.
Invigorated A health status where a creature's health is = 100% + hp_temp
Invisible
  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Invulnerable You are immune to all damage.
Judgement Paladins build Judgement by using Censure on a Target.
Judgement, 1 Paladins build Judgement by using Censure on a Target.
Judgement, 2 Paladins build Judgement by using Censure on a Target.
Judgement, 3 Paladins build Judgement by using Censure on a Target.
Maimed A creature can be Maimed for many reasons, such as taking a critical hit and failing the Fortitude Defensive Roll, or traveling too long, or staying awake on watch for longer than required.

In any case, when a creature is Maimed, it gains a stack of Maimed. Each stack of Maimed has -1 to all Skill Rolls. Typically all creatures can be Maimed. Once a creature reaches 10 stacks of Maimed it is Dead.

This status effect can be removed by a Long Rest, Medicine, Restoration, Adept, or Restoration, Major.

Taking over half your Vitality in a single Damage Roll automatically adds a stack of Maimed.
Maimed (1)
Maimed (10) The creature is dead when their maimed reaches 10 stacks.
Maimed (2)
Maimed (3)
Maimed (4)
Maimed (5)
Maimed (6)
Maimed (7)
Maimed (8)
Maimed (9)
Motivated This status effect goes away upon resting.
Nondetection Effect The target can't be targeted by any divination magic or perceived through magical scrying sensors.

The creature is immune to any effect that would sense its emotions or read its thoughts.
On Death's Door A health status where a creature's health is: > 0% and < 10%
Paralyzed
  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Fortitude defensive rolls.
  • Attack rolls against the creature have advantage.
  • Any melee attack against that hits the target is an automatic critical hit.
Petrified
  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Petrifying A creature begins to turn to stone.

It become restrained, failing its first defensive roll. On the end of its next turn it tries to make a defensive roll, otherwise it becomes petrified.
Poisoned A poisoned creature has disadvantage on attack rolls and skill checks.
Possessed The creature is incapacitated and is now in a control of the possessor.

The possessor then disappears, and the target is incapacitated and loses control of its body. The possessor now controls the body but doesn't deprive the target of awareness. The possessor can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Prone
  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • Standing up from prone provokes and attack of opportunity (house rule).
Rattled The creature is rattled and has Disadvantage on its next Challenge Roll.
Repelled The creature cannot target this creature.
Rested The creature has recently long-rested and cannot begin a long-rest.

The long rest timer starts once the player hits the rest button. When the first 3 hours are completed of the long rest or full rest, the rested status is applied using the start time. The creature must wait 24 hours of this time to do a long-rest.
Resting A creature is resting either to recover.

This is done by hitting the rest button in the character sheet within a campaign.

Continue resting up to 4 hours completes the first half of a Long Rest, and resting an additional 4 hours completes the Long Rest.

A resting creature is automatically considered prone, typically standing up, or entering combat, ends the resting state.
Restrained
  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.
Severe Bleeding
  • A severe bleeding creature suffers 3d6 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 12 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Shield Encumbered If you don't have the required amount of Body to equip a shield, you Walking Speed drops by -10.
Shu Stance The stance of softness or water. One of the core stances every monk learns when training.
Silenced Cannot cast spells with verbal components.
Sleeping Creature is Unconscious and Prone, but ANY damage will wake the creature.
Slightly Drunk
Slowed Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.

Attacks Affected. Attack rolls against you have Advantage.

Dexterity Saves Affected. You have Disadvantage on Dexterity saving throws.
Soul Breaker Target has DIS on ALL Defensive Rolls.
Spider Climb Effect The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an skill roll, or reduced movement.
Stabilized A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Staggered Creature makes attacks at disadvantage.
Starving Food and Water
Characters who don’t eat or drink suffer the status effects of exhaustion stacks. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.
Stunned
  • A stunned creature is incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
Suffocating A creature can hold its breath for a number of minutes equal to 1 its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Surprised A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Tracker's Brand After casting Hunter's Mark on a target they are marked, enabling Stalk to be built while the Caster attacks it or the hunter attacks it.
Truthsayer While this status effect is in place, the creature/item cannot lie.
Unconscious
  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
  • A creature automatically drops Concentrating.
Vulnerable The target has Vulnerability to all damage types.
Warding Bond Effect A warded creature gains resistance to all damage, and +1 to their AC and Defensive Rolls.
Water Walk Effect This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Well-Bloodied A health status where a creature's health is: >= 10% and < 25%
Withering The creature/target cannot heal or regain hit points.
Wounded A health status where a creature's health is: >= 50% and < 75%
Yun Stance The cloud stance for the Tao of the Cloudrunner.
d100
Mod
ADV/DIS

-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information