Dazed - you cannot use bonus actions.
Shocked - you cannot use reactions.
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.
Snared - All movement speeds become 0.
Stunned - You cannot perform regular actions, bonus actions, reactions, and move actions.
Paralyzed - You cannot perform any actions. You cannot block.
Confounded - You cannot make actions or bonus actions.
Hobbled - movement speed if halved.
Winded - you cannot spend rest dice. Your block checks have disadvantage.
Weakened - your attacks have disadvantage.
Poisoned - your saves have disadvantage.
Sickened - your physical ability checks have disadvantage.
Distracted - your mental ability checks have disadvantage.
Prone - your movement speed is reduced to 5 feet. Ranged attacks against you that are not in point-blank range have disadvantage. Melee attacks have advantage against you. Your melee attacks have disadvantage. You can spend a bonus action to stand up and not be prone anymore.
Shaken - your block check have disadvantage.
Soaked - The next instance of fire damage or ice damage is altered an consumes the condition. Fire damage is reduced by half while cold damage is doubled.
Exhausted - you can perform either a move action, or an action, but not both.
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.
A terrified character has two choices. Become frozen by terror, or immediately run away:
A character that chooses to become frozen by terror, must make a wisdom save at the start of their turn. If they fail, they skip their turn. If they succeed, they are shaken, but can act normally.
A character that chooses to flee must immediately run away and exit combat. What occurs afterwards and how this takes place is subject to the GM.
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 disoriented character has difficulty making sense of their surroundings. A disoriented character has disadvantage on all attacks and saves. And must make a DC 15 constitution or dexterity save for every 5 feet of movement, and moves randomly on a failure instead.
A confused character must declare three different modes courses of action, declaring where they will move(if possible) and what action they will take(if possible). They can declare bonus actions and free actions as well. These are then shuffled and combined randomly by the GM. For example:
A players confused character declares that they will do one of:
Move up to the bugbear and attack it with their mace
Move up to the rogue players character and cast a healing spell on them
Move to the backline and fire their crossbow at the goblin riding the bugbear
The GM then rolls three d3 dice(a modified d6, or just treating 1-2 as 1, 3-4 as 2, and 5-6 as 3). The results are 1, 2, and 3. As a result, the player moves up to the bugbear and casts a healing spell on the goblin riding it.
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.