Table of Contents
Conditions
Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a bending move or technique, a class feature, a monster’s attack, or other effect. Most conditions, such as stunned, are impairments, but a few, such as invisible, can be advantageous.
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.
Blinded
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Burned
- A burned creature takes 1d4 fire damage at the start of each of its turns.
- The creature has disadvantage on attack rolls.
- The condition ends if the burn is doused with water.
Charmed
- A charmed creature can’t attack the charmer or target the charmer with harmful abilities or bending effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Chilled
- A chilled creature has had its vital energy slowed and cannot regain hit points.
- The creature’s speed is halved.
- The creature must expend 1 additional chi point to perform any moves, techniques, and abilities requiring chi.
Confused
- A confused creature is disoriented and may deal damage to an unintended target. When a confused creature makes an attack, they must roll a d4. If the result is odd, the creature’s attack targets a random creature within range (including itself) and dealing half damage.
Deafened
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Dizzied
- A dizzied creature is off balance and cannot enter their bending stance.
- The creature has disadvantage on attack rolls and Dexterity saving throws.
- The creature loses and is unable to maintain concentration.
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.
Frozen
- A frozen creature is unable to move. Its speed is reduced to 0, and it cannot make attacks or perform bending moves with a physical requirement.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
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 implicated (see the condition).
- 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 earth wave ability.
Incapacitated
- An incapacitated creature can’t take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of bending or a special sense. For the purpose 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.
Paralyzed
- A paralyzed creature is incapacitated and frozen (see the conditions), and cannot speak.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
- A petrified creature is frightened and paralyzed (see the conditions).
- When the petrified condition ends, the creature remains frightened. If the petrified condition was countered by a saving throw, the creature can repeat the saving throw to end the frightened condition.
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
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 rolls against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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.
Silenced
- A silenced creature can’t speak and can’t perform moves or techniques that have a verbal requirement.
Slowed
- A slowed creature has its movement hindered, halving its speed.
- The creature has disadvantage on attack rolls.
- The creature must expend 1 additional chi point to perform bending moves with a physical requirement.
Stunned
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated (see the condition), 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.