![]() ![]() If a game effect that calls for a saving throw also deals acid, cold, fire, necrotic, poison, or radiant damage, the Gm can reduce the number of damage dice by two and instead inflict the burned condition on a failed save. If a rule refers to half a creatures hit point maximum, use its bloodied value instead. ![]() For example, the Gm might give a monster a trait that while it is bloodied its attacks do extra damage or when it is first bloodied it can make an additional attack. In general, a bloodied creature suffers no additional effects, but the Gm can use this condition as a delivery method for other game effects. This condition is automatically inflicted when a creature is below half its hit point maximum (see Getting Bloodied below). Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.A blinded creature can’t see and automatically fails any ability check that requires sight. ![]() ![]() Unless otherwise noted in a specific effect’s text, here are the general rules for how to impose and remove the expanded conditions. The GM can incorporate these conditions with existing monsters, class features and other effects. The following definitions specify what happens to a creature while it is subjected to a condition. A creature either has a condition or doesn’t. 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 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. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. ![]()
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