New Conditions
Introduction
New monsters will be using the following new conditions. Each condition has multiple options for removal of the condition.
Blighted
You are afflicted with a necrotic blight, causing your movements to be sluggish and your vitality to drain. Blighted always includes a value. You take a status penalty to AC and Reflex saves equal to the condition value. In addition, healing you would receive is absorbed by the blight, reducing magical healing received by 15 points per condition value (e.g. if you are blighted 2, it absorbs the next 30 points of magical healing you receive).
Condition Removal. This condition does not have a duration, but will fade on its own after 24 hours. You or another adjacent creature can use an action to attempt a Medicine check (DC based on level of the effect or the creature that caused the effect) to remove the condition. Alternatively, receiving enough magical healing to overcome the healing reduction will end the effect automatically.
Updated Spells and Skills. Anything that can remove the drained condition can remove Blighted in the same manner.
Rattled
You are rattled and shaken. Your speed is reduced by 10 feet, and you take a -2 status penalty to all attack rolls. If you suffer multiple instances of Rattled, the speed reduction stacks but the attack penalty remains at -2. If your speed ever reaches 0 while you are Rattled, you fall unconscious.
Condition Removal. This condition does not have a duration, but will fade on its own after 24 hours. You can spend an action to restore your resolve, ending the effect for yourself. Even if you are suffering from multiple instances of Rattled, you end all of them with a single action to remove the effect.
Updated Spells and Skills. Anything that can remove the clumsy condition can remove Rattled in the same manner.
Exhausted
You are exhausted, a more severe magical version of the fatigued condition. You suffer a -1 status penalty to AC, all saving throws, and all Strength- and Dexterity-based skills. In addition, while exhausted you cannot benefit from the quickened condition and cannot use reactions.
Condition Removal. This condition does not have a duration. You can spend 10 minutes resting to reduce this condition to fatigued, which you can recover from as normal with a full night's rest. Alternatively, you can use an action to try and shake off this magical exhaustion in full, attempting a Fortitude save against the same DC as the effect that caused the exhaustion, or against a DC based on the level of the creature that caused the condition.
Updated Spells and Skills. Anything that can remove the fatigued condition can remove Exhausted in the same manner.
Disoriented
Your senses are severely jumbled and taking action is difficult. When you make an non-spell attack roll, you must succeed on a DC 11 flat check or the attack misses. When you attempt to cast a spell that requires a saving throw or spell attack roll, you must succeed on a DC 11 flat check or the spell effect is one step worse for all targets of the spell (either step the attack roll result down by 1, or increase the enemy's save result by one step). When you attempt to cast any other spell, you must succeed on a DC 8 flat check or the spell fails to cast (but the spell slot is not expended).
Condition Removal. This condition does not have a duration. You can use an action to attempt a Will save against the same DC as the effect that caused the condition, or against a DC based on the level of the creature that caused the condition to end the effect for yourself. Alternatively, an adjacent ally can spend an action to assist you, and you can attempt the save as a reaction with a +2 circumstance bonus.
Updated Spells and Skills. Anything that can remove the confused condition can remove Disoriented in the same manner.
Despairing
Your morale is severely shaken, causing you to doubt everything you do. Despairing always includes a value. You take a status penalty to all saving throws equal to the condition value, you cannot benefit from status or circumstance bonuses of any kind, and enemies you target do not suffer any penalties for being off-guard. If you are both despairing and frightened, the status penalties from both conditions stack, and you are fleeing until one of the two conditions ends.
Condition Removal. Unless specified otherwise, at the end of each of your turns, make a DC 11 flat check. On a success, reduce the value of your despairing condition by 1, ending the effect if the value reaches 0. Alternatively, an ally within 30 feet can spend 2 actions encouraging you and bolstering your spirit, ending the effect automatically.
Updated Spells and Skills. Anything that can remove the frightened condition can remove Despairing in the same manner.
Stifled
You are magically stifled, preventing you from speaking and making breathing and acting difficult. If you attempt to cast a spell while stifled, you must flood your vocal chords with power, damaging yourself in the process. You take damage equal to twice the level of the spell being cast. Additionally, when you attempt to use an action on your turn beyond the second (either from a 3-action activity or attempting a separate third (or greater) action on your turn), you must make a DC 11 flat check or lose the action.
Condition Removal. This condition does not have a duration, but will fade on its own after 24 hours. You can spend an action to make a skill check against the same DC as the effect that caused the condition, or against a DC based on the level of the creature that caused the condition. The skill is your choice of Arcana, Nature, Occultism, or Religion, and you must be trained in the skill. Alternatively, you can unleash a bellowing shout as an action to overcome the stifled condition by force. You end the condition automatically, but take damage equal to twice your level.
Updated Spells and Skills. Anything that can remove the stupefied condition can remove Stifled in the same manner.
