Dazed - you cannot use bonus actions.
Shocked - you cannot use reactions. If you have less than 9 constitution, make a DC 10 wisdom save, fainting on a failure.
Blinded - you cannot see and make vision-based checks. All attacks you make have disadvantage, and you cannot block.
Deafened - you cannot hear or make hearing based checks. Spells with verbal components have a chance to fail.
Stunned - You cannot perform regular actions, bonus actions, reactions, and move actions.
Paralyzed - You cannot perform any actions. You cannot block.
Hobbled - movement speed if halved.
Snared - All cannot move.
Weakened - your attacks have disadvantage.
Poisoned - your saves and skill checks have disadvantage.
Sickened - your physical skill checks and saves have disadvantage. You must make a DC 14 constitution save when consuming a potion in order to not vomit it out and lose it's effect.
Distracted - your mental skill checks and saves have disadvantage. You cannot make reactions or maintain concentration.
Disoriented - your block checks have disadvantage. You cannot target creatures further than 15ft away.
Confused - your d20 rolls have disadvantage. You cannot make reactions or maintain concentration. You cannot target creatures further than 15ft away.
Exhausted - you can perform either a bonus action, or an action, but not both. If you have less than 13 constitution, you cannot perform movement actions.
Winded - you cannot perform movement actions. Your block checks have disadvantage.
Disgusted - Your physical skill checks and saves have disadvantage. You must make a DC 12 concentration check at the start of your round if maintaining concentration.
Shaken - Your block checks and mental saves have disadvantage.
Terrified - Your attack rolls and your mental saves have disadvantage. You cannot maintain concentration.
Horrified - Your d20 rolls have disadvantage. You cannot maintain concentration. You must make a DC 17 constitution save when consuming a potion in order to not vomit it up and lose its effect. Creatures with less than 10 constitution must make a DC 12 wisdom save uppon becoming horrified, suffering a heart attack and gaining one failed death save.
Despairing - Your d20 rolls have disadvantage. You automatically fail saves. You cannot spend rest dice.
Psychosis - Roll a 1d3 chance dice at the start of your turn, skipping your turn on a success. Creatures with less than 10 constitution, intelligence, or wisdom must make a death save.
Madness - Roll a 1d4 chance dice at the start of your turn, attacking the nearest target instead of using your turn on a failure.
Fatigue applies in levels.
All checks take a -1 penalty.
All checks take a -1d2 penalty.
All checks take a -1d3 penalty.
All checks take a -1d4 penalty.
All checks take a -1d6 penalty.
All checks take a -1d8 penalty.
All checks take a -1d10 penalty.
All checks take a -1d12 penalty. Acquiring further fatigue will force you to make a death saving throw instead of progressing the contition.
All levels of fatigue are after a long rest. After a short rest, a number of levels of fatigue are lost equal to your con modifier(min 1). During a short rest, you can choose to spend a rest die to remove one level of fatigue and heal 1d4 health.
A charmed character has an associated target that they are charmed towards. A charmed character treats the target as friendly and cannot take actions that would harm the target or knowingly leads to the targets demise. Once a character is no longer charmed, they are aware that they were charmed, unless otherwise stated. Typically, if a charmed character is attacked by the source of their charm, the effect ends, or they are given another chance to break the effect.
An grappled character is usually grappled by at least on other character. The following conditions apply to a grappled character:
Cannot make a move action, but can spend it to attempt a contested strength check to move themselves and the grappling character 5 feet.
Grappled characters have disadvantage on block checks.
A grappled condition ends if the character that is restraining the target is incapacitated, or if by some effect the grappling character is no longer in range of the grappled character.
A prone characters movement speed is reduced to 5 feet. Ranged attacks against them that are not in point-blank range have disadvantage. Melee attacks have advantage. Prone characters melee attacks have disadvantage. You can spend a bonus action to stand up and not be prone anymore.
On fire
Targets set on fire take damage at the start of each of their turns, depending on their size(small - 1d4, medium - 1d6, large - 1d8, etc.)
Being set on fire also always carries with it a DC and save, which can be made as an action to remove the condition. Typically these are set by the source. The default save is dexterity.
Setting a target on fire an additional time will instead stack the condition, increasing the number of damage dice by 1.
The condition can be removed by submerging or exposing the target to sufficient water(Subject to GM)
Acid exposure
The affected creature takes 1d6 acid damage at the start of their turn. The condition stacks and deals an additional 1d6 acid damage per stack. affected creatures lose 1 stack per round.
Chilled
Movement speed reduced by 5 feet. Gain a -1d4 to all skill checks for physical interactions.
Bleeding
At the end of your turn, take 1d4 damage for every action, bonus action, and move action taken since the start of your turn. A DC 15 medicine check or any magical healing will remove the bleeding condition.
Soaked - The next instance of fire damage or ice damage is altered and consumes the condition. Fire damage is reduced by half while cold damage is doubled.