FF Status

= Status Effects =

Aero

 * The target takes 1d6 wind damage at the start of each of its turns.
 * Removes Burn from the target.

Bleed

 * The target takes 1d6 unaspected damage at the start of each of its turns.

Blind

 * A target can't see and automatically fails any ability check that requires sight.
 * Attack type actions against the target have advantage, and the target's Attack type actions have disadvantage.

Brink of Death

 * Abilities that prevent you from falling to 0 HP fail.
 * You cannot be returned to life for 24 hours.

Burn

 * The target takes 1d6 fire damage at the start of each of its turns.
 * Removes Frostbite from the target.

Charmed

 * A charmed target cannot willingly harm the target that charmed it.
 * The target that charmed you have advantage on Charisma checks to interact socially with you.

Cover

 * Half Cover: A target has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
 * Three-Quarters Cover: A target has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
 * Total Cover: A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Deaf

 * The target automatically fails ability checks that rely on hearing.
 * Attack type actions have advantage against the target if the attacker is further than 5 feet from the target.

Dropsy

 * The target takes 1d6 water damage at the start of each of its turns.
 * Removes Poison from the target.

Exhaustion

 * Information

Evasion

 * Attack type actions are made with disadvantage against the target.
 * The target has advantage on Dexterity saving throws.

Fear

 * The target has disadvantage on ability checks and Attack type actions while it can see the source of this status effect.
 * The target cannot willingly move closer to the source of this status effect.

Freeze

 * The target gains the blind, deaf, and silence status effects.
 * The target cannot take actions or reactions.
 * The target automatically fails Strength and Dexterity saving throws.
 * Attack type actions against the target are made with advantage.
 * The target is immune to ice damage.
 * The target is resistant to wind damage.
 * The target is vulnerable to fire damage.

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 knocked out.
 * The condition ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.
 * The target of your grapple must be no more than one size larger than you and must be within your reach.
 * A grappled creature can expend 1 AP to try and escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grapplers Strength (Athletics) check. If successful, the creature is no longer grappled.
 * When the grappler takes a Movement type move, it can drag or carry the grappled creature with it, but their speed is halved unless the creature is two or more sizes smaller than it.

Hidden

 * A target makes Attack type actions with advantage against a target that does not know it is there.
 * Other targets have a -5 penalty to their passive perception when determining if they notice you.

Frostbite

 * The target takes 1d6 frost damage at the start of each of its turns.
 * Removes Aero from the target.

Knocked Out

 * The target cannot take actions or reactions.
 * The target has the blind, deaf, and silence status effects.
 * The target can't move, and is unaware of its surroundings.
 * The target drops whatever it's holding and falls prone.
 * The target automatically fails Strength and Dexterity saving throws.
 * Attack type actions against the target have advantage.
 * Attack type actions that hit the creature are a critical hit if the attacker is within 5 feet of the creature, and the attack can score a critical hit.

Obscured

 * Lightly Obscured: A lightly obscured area, such as dim light, patchy fog, or moderate foliage, causes targets to have disadvantage on Wisdom (Perception) checks that rely on sight.
 * Heavily Obscured: A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. A target suffers from the blind status when trying to see something in that area.

Paralysis

 * The target must roll a d20 whenever it wants to spend one or more AP. On a roll of 10 or lower, the action automatically fails and the AP is wasted.

Petrify

 * The target gains the blind, deaf, and silence status effects.
 * The target cannot take actions or reactions, and is unaware of it's surroundings.
 * The target automatically fails Strength and Dexterity saving throws.
 * Attack type actions against the target are made with advantage.
 * The target is immune to earth damage.
 * The target is resistant to lightning damage.
 * The target is vulnerable to water damage.

Poison

 * The target takes 1d6 earth damage at the start of each of its turns.
 * Removes Shock from the target.

Prone

 * The target cannot use any Movement type actions, except the crawl and stand up actions.
 * The target has disadvantage on Attack type actions.
 * An Attack type action has advantage if the attacker is within 5 feet of the target. Otherwise, Attack type actions made against the target have disadvantage.

Provoked

 * The target has disadvantage on Attack type actions against any creature that is not the creature that provoked it.

Pyretic

 * If the target takes an action, it takes 1d8 unaspected damage.

Restrained

 * The target's speed becomes 0, and it can't benefit from any bonus to its speed.
 * Attack type actions against the target have advantage, and the target's Attack type actions have disadvantage.
 * The target has disadvantage on Dexterity saving throws.

Shock

 * The target takes 1d6 lightning damage at the start of each of its turns.
 * Removes Dropsy from the target.

Silence

 * The target cannot take the Cast a Spell action.
 * The target cannot speak.
 * The target makes Dexterity (Stealth) checks with advantage.

Slow

 * The target starts each turn with 1 less AP.
 * The target makes Dexterity saving throws with disadvantage.

Stun

 * The target cannot take actions or reactions.
 * The target automatically fails Strength and Dexterity saving throws.
 * Attack type actions are made with advantage against the target.

Surprised

 * Attack type actions have advantage against the target.
 * The target makes Dexterity saving throws with disadvantage.
 * The target cannot take actions or reactions until it has ended its turn in combat, which ends this status effect.

Unbalanced

 * The target makes Dexterity ability checks and saving throws with disadvantage.
 * The target makes ranged Attack type actions with disadvantage.

Weak

 * The target deals half damage with Attack type actions.
 * The target makes Strength and Constitution saving throws with disadvantage.