DYING
You are bleeding out or otherwise at death’s door. You automatically enter the dying condition when you would fall to 0 hit points don’t die as a result of instant death. While you have this condition, you are Unconscious. Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by techniques and features that improve your chances of succeeding on a saving throw.
Roll a d20, if the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of successful death saves are reset to zero when you regain any hit points or become stable. The number of failures does not reset until you complete a long rest.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point and remove two failed death saving throws from the count. Damage at 0 Hit Points. If you take any damage while you have 0 hit points (for example, by catching fire because your limbs were all chopped off next to a pit of lava), you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
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 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.
INCAPACITATED
An incapacitated creature can’t take actions or reactions.
PETRIFIED
When a creature gains the petrified condition they must make a constitution saving throw at the end of each of their turns (DC 15 unless otherwise stated) until they reach three successes or three failures. On the first failure their movement speed is halved, On the second failure their movement speed becomes 0 and they only have an action on their turn. On the third failure they are transformed, along with any 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 (see the condition), 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.
DISEASED
Each disease carries its own unique effect, but in addition to those effects a Diseased creature cannot gain the benefits of a Short or Long Rest, and Long Rests only give the benefits of a Short Rest.
MORTALLY WOUNDED
When your hit points are equal to 0, you can choose to gain this condition rather than the Dying Condition. You immediately take 1 point of exhaustion, and your speed equals 0. You cannot benefit from any bonuses to your speed. Attacks against you have advantage. At the start of your turn, you roll a death saving throw. (This functions as normal, as if you were still Dying). When you fail two saving throws, you fall unconscious. On your turn you can only use your action, bonus action, and reaction. Once you use one of these actions, your turn ends.
If you use an action, you gain 3 levels of exhaustion.
If you use a bonus action, you gain 2 levels of exhaustion.
If you use a reaction, you gain 1 level of exhaustion.
EXHAUSTION
Some special abilities and environmental hazards, such as and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion.
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by 1 rank.
An effect that removes exhaustion reduces its rank by 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. When a creature exceeds 10 ranks of exhaustion, they die.
For every rank of exhaustion, a creature has all of the following statistics are reduced by 1, and for every two ranks of exhaustion a creatures speed is reduced by 5:
• Armor Class
• Ability Checks
• Skill Checks
• Saving Throws
• Attack Rolls
• Damage Rolls
• Save DC’s
BURNED
A Burned Creature or object takes 1d8 fire damage at the start of each of their turns for the duration of this condition or 1 minute has passed, whichever comes first.
Burned can be applied to a creature up to 5 times total. Each application increases the amount of fire damage by 1d8, up to a maximum of 5d8 at max ranks.
A creature takes a -2 Penalty to Concentration Checks for each Rank of Burned they are currently affected by.
Creatures that are immune to fire damage are immune to this condition.
A Creature can spend an Action to make a DC 15 Dexterity (Survival) Check to put out the flames. On a successful check, the condition ends or submerging themselves fully into a body of water.
A creature who would gain a 6th rank of burned instead gains one rank of scorched and is cured of all ranks of burned.
SCORCHED
A Scorched Creature or object takes 5d10 fire damage at the start of each of their turns for the duration of this condition or 1 minute has passed, whichever comes first.
A creature takes a -12 Penalty to Concentration Checks and cannot cast any techniques that require concentration while Scorched.
A Scorched creature is treated as having 5 ranks of burned for any features, feats, traits, or abilities that would interact with them and while Scorched cannot be gain any ranks of Burned.
Creatures that are immune to fire damage or the burned condition are immune to this condition.
A Creature can spend an Action to make a DC 20 Dexterity (Survival) Check to put out the flames. On a successful check, the condition ends or submerging themselves fully into a body of water.
CHILLED
A Chilled creature’s speed is reduced by 5 feet.
A Chilled Creature has its body overwhelmed by cold, taking 1d6 cold damage at the start of each of their turns for the duration of this condition or 1 minute has passed, whichever comes first.
Chilled can be applied to a creature up to 5 times total. Each application increases the amount of cold damage by 1d6 and the speed penalty by 5 feet, up to a maximum of 5d6 and -25 speed at max ranks.
A creature takes a -1 penalty to Dexterity Saving throws, Ability checks and skill checks for each rank of Chilled they have.
A creature resistant or immune to Cold Damage also has resistance or immunity to this condition. Taking fire damage automatically ends this condition.
A creature who would gain a 6th rank of Chilled instead gains one rank of Frozen and loses all current ranks of Chilled.
FROZEN
A Frozen creature speed is reduced by 30 feet and cannot gain bonuses.
A Frozen creature takes 6d6 cold damage at the start of its turn.
A creature takes a -6 penalty to Dexterity Saving throws, Ability checks and skill checks while Frozen.
A Frozen creature is treated as having 5 ranks of chilled for an features, feats, traits, or abilities that would interact with them and while Frozen cannot gain ranks of Chilled.
A creature resistant or immune to Cold Damage or the Chilled condition also has resistance or immunity to this condition.
A frozen creature has vulnerability to fire damage and Bludgeoning damage, as well as resistance to Piercing and Slashing damage.
The Frozen condition ends immediately after taking fire or bludgeoning damage, and can alternatively be ended by spending no less than a minute slowly warming a creature up.
DECAYED
A Decayed creature cannot regain hit points or gain temporary hit points.
A Decayed Creature has its body consumed by rot and pestilence taking 1d6 Necrotic damage at the start of each of their turns for the duration of this condition or 1 minute has passed, whichever comes first. A creature may use their action to make a DC 15 Wisdom (Medicine) Check to try and cure the source of Necrosis. On a successful check the condition ends.
Decayed can be applied to a creature up to 5 times total. Each application increases the amount of Necrotic damage by 1d6, up to a maximum of 5d6.
A creature Immune to Necrotic Damage also has immunity to this condition.
A creature who would gain a 6th rank of Decayed instead gains one rank of Rotted and loses all ranks of Decayed.
ROTTED
A Rotted creature cannot regain hit points or gain temporary hit points.
A Decayed Creature has its body consumed by rot and pestilence taking 5d8 Necrotic damage at the start of each of their turns for the duration of this condition or until 1 minute has passed, whichever comes first.
A creature may use their action to make a DC 25 Wisdom (Medicine) Check to try and cure the source of Necrosis. On a successful check the condition ends, on a failure the creature afflicted with Rotted takes 5d8 Necrotic damage.
A Rotted creature is treated as having 5 ranks of Decayed for any features, feats, traits, or abilities that would interact with them and while Rotted cannot gain ranks of Decayed.
A creature resistant or Immune to Necrotic Damage or the Decayed condition also has resistance or immunity to this condition.
CORRODED
A Corroded creature gains a -1 to all skill checks and attack rolls.
A Corroded creatures takes 1d4 Acid damage at the beginning of each of their turns.
The Corroded condition can be applied to a creature up to 5 times total. Each application increases the penalty to all skill checks and attack rolls by -1, and Acid damage by 1d4.
A creature can end the corroded condition by using their action making a DC 15 Dexterity or Constitution saving throw or submerging themselves fully into a body of water.
A creature immune to Acid damage is immune to this condition.
A creature who would gain a 6th rank of Corroded gains one rank of Melted and loses all ranks of Corroded.
MELTED
A Melted creature gains a -6 to all ability & skill checks and attack rolls.
A Melted creature gets a -3 penalty to their AC and damage rolls.
A Melted creatures takes 6d4 Acid damage at the beginning of each of their turns.
A creature immune to Acid damage or the Corroded condition is immune to this condition.
A Melted creature is treated as having 5 ranks of Corroded for any features, feats, traits, or abilities that would interact with them and while Melted cannot gain ranks of Corroded.
A creature can end the Melted condition by using their action making a DC 20 Dexterity or Constitution saving throw or submerging themselves fully into a body of water.
POISONED
A Poisoned creature takes 1d4 poison damage at the start of their turn.
The Poisoned condition can be applied to a creature up to 5 times total. Each application increases the poison damage by 1d4 for each stack.
A Creature can spend an Action to try and cure themselves if they have a gallon of water or other liquid. If they do so they must make a DC 15 Constitution (Endurance) Check to try and shrug off the effects of the poison. On a successful check, the condition ends. Alternatively this Condition ends after 10 minutes.
A creature immune to poison damage is immune to this condition.
A creature that would gain a 6th rank of Poisoned instead gains 1 rank of Envenomed and loses all ranks of Poisoned.
ENVENOMED
A Envenomed creature takes 4d6 poison damage at the beginning of each of its turns.
A Envenomed creature loses 4d6 energy at the beginning of each of its turns.
A Envenomed creature is treated as having 5 ranks of Poisoned for any features, feats, traits, or abilities that would interact with them and while Envenomed cannot gain ranks of Poisoned.
A Creature can spend an Action to try and cure themselves if they have a gallon of water or other liquid. If they do so they must make a DC 20 Constitution (Endurance) Check to try and shrug off the effects of the poison. On a successful check, the condition ends. Alternatively this Condition ends after 10 minutes.
Creatures that are immune to the Poisoned condition or poison damage are immune to the Envenomed condition.
SHOCKED
The first time each turn a Shocked Creature takes lightning damage they take an additional 1d6 lightning damage, for the duration of this condition or until 1 minute has passed, whichever comes first.
A shocked creature has a -1 Penalty to Strength based saving throws, and ability checks.
Shocked can be applied to a creature up to 5 times total. Each application increases the Penalty by -1, up to a maximum of -5 at max ranks.
A creature Immune to lightning damage also has immunity to this condition.
A creature that would gain a 6th rank of Shocked instead gains one rank of Electrocuted and loses all ranks of Shocked.
ELECTROCUTED
A Electrocuted Creature takes an additional 5d8 lightning damage when they would take lightning damage, for the duration of this condition or 1 minute has passed, whichever comes first.
A Electrocuted creature has a -6 Penalty to Strength based Saving throws and, ability checks.
A Electrocuted creature is treated as having 5 ranks of Shocked for any features, feats, traits, or abilities that would interact with them and while Electrocuted cannot gain ranks of Shocked.
A creature Immune to lightning damage or the Shocked condition also has immunity to this condition.
BRUISED
• A Bruised creature suffers a -1 penalty to all Strength or Dexterity based attack rolls, ability checks and skill checks.
• A Bruised creature takes +2 bonus damage from all sources of bludgeoning or earth damage, up to twice per turn.
• Bruised can be applied to a creature up to 5 times total. Each application increases the maximum penalty of Strength or Dexterity based attack rolls, ability checks and skill checks, up to a maximum penalty of -5 at max ranks and the bonus damage up to a maximum of +10 damage.
• Creatures that are immune to bludgeoning are immune to this condition, if inflicted by the triggering damage type.
• A creature who would gain a sixth (or more) ranks of the Bruised condition immediately becomes Staggered, ending the Bruised Condition.
• A Creature can spend an Action to make a DC 15 Wisdom (Medicine) Check to end this condition by applying the appropriate amount of pressure to the wound.
STAGGERED
• A Staggered creature is counted as Bruised for the purposes of interacting with Features, Traits and Techniques.
• A Staggered creature cannot take the Disengage, Dash or Dodge Actions.
• A Staggered creature takes a -5 penalty to all Strength or Dexterity based Attack rolls and checks.
• A Staggered creature takes +10 bonus damage from all sources of bludgeoning damage.
• A Staggered creature cannot take reactions.
• A Staggered creature, remains staggered until they spend one Full-Turn-Action to make a Wisdom (Medicine) check DC 20 in order to gather themselves, losing the Staggered condition at the beginning of their following turn after this successful Full-Turn Action.
DAZED
A Dazed creature is recovering from a powerful blow and cannot take as many actions as usual.
• A Dazed creature can only either move or take an action, not both.
• A Dazed creature cannot take a bonus action.
• The Dazed Condition lasts until the end of the affected creature’s next turn.
BLEEDING
• At the end of their turn, a bleeding creature takes 1d4 necrotic damage which cannot be reduced by any means.
• A Bleeding creature cannot gain the benefits of a rest.
• The creature may attempt to stop the bleeding by succeeding on a DC 15 Wisdom (Medicine) check.
• The Bleeding condition can grow in lethality, If the creature affected by the bleeding condition is affected by the Bleeding condition again, they gain another rank, increasing the necrotic damage by 1d4.
• A creature who would gain a sixth Rank of the Bleeding condition immediately gains 1 rank of the Lacerated Condition in place of the additional rank of bleeding.
LACERATED
A Lacerated creature is counted as Bleeding for the purposes of interacting with Features, Traits and Techniques
At the beginning of a Lacerated creatures turn, they take 1d6 necrotic damage which cannot be reduced by any means.
A Lacerated creature cannot gain the benefits of a rest.
The creature may attempt to stop the Laceration by succeeding on a DC 20 Wisdom (Medicine) check.
The Lacerated condition can grow in lethality, a lacerated creature gains another rank of laceration at the end of their turns giving an additional die of damage per stack.
A creature may have up to 5 ranks of lacerated at a time.
A creature immune to the bleeding condition is immune to the lacerated condition.
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 (see the condition).
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.
PARALYZED
• A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
• 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.
PRONE
• A prone creature’s only movement option is to crawl which they can do, up to half their movement speed unable to gain any bonuses to their speed, unless it stands up and thereby ends the condition.
• The creature has disadvantage on melee attack rolls.
• The creature has disadvantage on ranged attack rolls against targets within 30 feet.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature or the weapon used has the reach property. 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.
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.
WEAKENED
• A weakened creature reduces damage with melee attacks by -2.
• A weakened creature has a -1 penalty to Strength, Dexterity, and Constitution Ability and Skill checks and saving throws.
• A weakened creature's speed is reduced by 5 feet.
• The weakened condition last for the duration of its duration or 1 minute has passed, whichever comes first
• A weakened Creature can be weakened even further with multiple applications of this condition. If a Weakened creature is affected by the Weakened Condition again, they take a further -1 Penalty to ability and skill checks and saving throws and -2 penalty to damage dealt with melee attacks and their speed is reduced by 5 feet per rank of weakened, up to a maximum of 5 stacks.
SUPPRESSED
• A Suppressed creature cannot benefit from Devil Fruit features, feats, or abilities while under the Suppressed condition.
• A Devil Fruit user under the Suppressed condition must make a Constitution Saving Throw at the start of their turn. On a roll of 24 or lower their movement speed is halved and they cannot take reactions on their turn. On a roll of 20 or lower their movement speed is halved and they cannot take Bonus Actions or Reactions on their turn.
DISRUPTED
• A Disrupted creature cannot use Haki features, Haki feats or Haki techniques while under the Disrupted condition.
• Any Haki features that a Disrupted creature has active immediately ends.
BERSERK
• A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random. If the creature can use its reaction and/or bonus action to deal damage directly to a creature, it must do so.
• When a non-hostile creature moves out of a berserk creature's reach, it provokes an opportunity attack.
• A berserk creature has disadvantage on all Wisdom and Intelligence checks and saving throws. It does not make its Wisdom or Intelligence saving throw to end this condition at disadvantage though.
• A berserk creature is immune to the charmed and frightened conditions.
• The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.
• Creatures that are immune to the charmed condition are also immune to the berserk condition. A technique or feature which cures the charmed condition also cures this Condition.
CHARMED
Some special abilities and technique can lead to a special condition called Charmed sometimes called Enamored. Charmed is measured in 5 ranks. An effect can give a creature one or more levels of charmed as specified in the effect’s description. All conditions listed only take effect while you can see the creature you are charmed by.
Charmed Level
Rank Effect
1 You have disadvantage on Wisdom and Charisma checks against your charmer.
2 Your charmer has advantage on all Charisma checks made against you. You see your charmer in a favorable light.
3 You cannot maintain concentration on more than one technique while you can see your charmer
4 You automatically fail all Wisdom and Charisma checks made against your charmer.
5 You believe that your charmer is the most trustworthy person in your immediately vicinity. Additionally, you cannot attack or intentionally bring harm to your charmer.
CONCUSSION/CONCUSSED
• A concussed creature suffers a -1 penalty to all of their Save DC’s.
• A concussed creature can be concussed further with multiple applications of this condition. If a concussed creature suffers another concussion they suffer another penalty to save DC’s, up to a maximum of -5 penalty.
• As an action, a Concussed creature, makes a Flat, DC 13 Wisdom Check, ending this condition on a success.
• A concussed creature cannot gain the benefit of a Long or Full-Rest.
CONFUSED
• Techniques a confused target would cast that would allow them to select targets within a given range, now instead affects all creatures in its given range ignoring distinctions of hostile or otherwise.
• A confused creature suffers a -1 penalty to all Wisdom based checks, attack rolls, and saving throws.
• A confused creature can be confused further with multiple applications of this condition. If a confused creature suffers another rank of confusion they suffer another penalty to Wisdom checks, attack rolls and saving throws, stacking up to a -5 penalty.
• A confused creature increases the cost of techniques, features, and traits they cast by an amount equal to the rank of the technique used to inflict this condition. (Basic: 2, Blue Ocean: 4, Paradise: 6, Ocean Floor: 8, New World: 10)
• At the end of a Confused creatures turn, they make a Flat, DC 11 Intelligence Check, ending this condition on a success.
SLOWED
• A slowed creature has its speed reduced by 10.
• Slowed creatures have their AC reduced by 2 while they are slowed and have disadvantage on Dexterity saving throws.
• The Slowed condition can be applied to a creature up to 5 times total. If a Slowed creature is affected by the Slowed Condition again, their AC is further reduced by 2, and their speed is reduced by 10 again.
• Slowed creatures can only use an action or bonus action on their turn, not both. A slowed creature can also never make more than one attack per turn.
• The slowed condition last for the duration of the original technique or 1 minute has passed, whichever comes first.
MADDENED
• A Maddened creature cannot speak or communicate with other creatures clearly.
• A maddened creature that begins its turn, rolls a 1d8 performing the following based on the result of the roll;
1 | Take their turn as normal.
2 | Cast a damaging technique of their highest rank at the closest creature to it.
3 | Cast a damage technique at their lowest rank at the furthest creature to it.
4 | Cast a healing or supportive technique at their highest rank at the furthest creature from it.
5 | Cast a healing or supportive technique at their lowest rank at the closest creature to it.
6 | Drop all berri on the ground, wasting their action doing so.
7 | Drop all weapons on the ground, wasting their action doing so.
8 | Attack themselves with their most damaging weapon, treating the attack as a critical hit, dealing maximum damage to themselves.
• A maddened creature remakes the original failed saving throw at the end of each of their turns, ending this condition on a successful save. If no saving throw was made to inflict this condition affected creature makes a DC 21 Intelligence saving throw to end this condition instead
FEAR/FRIGHTENED
Some special abilities and techniques can lead to a special condition called Fear, sometimes called Frightened. Fear is measured in 5 levels (or ranks). An effect can give a creature one or more levels of fear as specified in the effect’s description. All conditions listed only take effect while you can see the cause of your fear.
FEAR LEVEL
Rank 1: Disadvantage on ability checks while the source of fear is within line of sight.
Rank 2: Disadvantage on attack rolls; cannot move closer to the source of fear.
Rank 3: Cannot maintain concentration on Techniques or effects while in line of sight of source of fear.
Rank 4: Must use the Dash action to move away from the source of fear by the safest available route on each of its turns unless there is nowhere to move.
Rank 5: Panicked (the creature must use its action and movement to fleas far as possible from the source of fear, and cannot take reactions).
BLINDED
• A blinded creature can’t see and automatically fails any check that requires sight.
• Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
• A creature can willingly close their eyes as a free action for an extended period of time. Doing so imposes this Condition on them until the beginning of their next turn, they cannot reopen their eyes until then, unless they are forced to do so by some other means.
DAZZLED
• A dazzled creatures eyes become overloaded with flashes of colors, gaining a -2 penalty to all perception and Investigation checks that rely on sight.
• A dazzled creature suffers a -1 penalty to Ranged attack rolls and cannot gain advantage on Ranged attack rolls.
• A dazzled creature can suffer greater levels of this sensory affliction. This condition stacks up to 5 times, stacking all penalty up to a -10. A creature that has 5 stacks of Dazzled gains the Blinded condition for as long as they would have 5 stacks of Dazzled.
• A Dazzled creature remains dazzled until the end of their next turn. If a creature has more than 1 rank of dazzled they instead remove 1 rank of this condition at the end of each of their turns.
DEAFENED
• A deafened creature can’t hear and automatically fails any check that requires hearing.
• A deafened creatures has a -5 Penalty to their Passive Perception.
• Creatures currently hidden from a Deafened creature do not need to reroll Dexterity (Stealth) Checks to maintain Stealth against them.
• Wisdom based skill checks made by the creature are made at disadvantage.
• A creature can willingly cover their ears for an extended period of time as a bonus action. Doing so imposes this Condition on them and occupies both hands until the beginning of their next turn.
INVISIBLE
• An invisible creature is impossible to see without the aid of powers 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