Conditions

Conditions in the Atlas System are similar yet different to those in 5e, and have been altered to fit with a series of 5e houserules that expand and improve the basic conditions.

Official Conditions
Blinded: A Blinded PC can announce their attack as normal, but it automatically misses if it is a ranged attack that requires the target to be seen. All melee attacks have Disadvantage (or -5 to hit), and automatically miss if the Blinded PC targets an empty space (they may accidentally target a space containing an ally!).
 * A Blinded creature cannot see and automatically fails any ability check or that relies on sight
 * Attack rolls made against a Blinded creature have Advantage (or a +5 to hit).
 * A Blinded creature can attempt to locate creatures through other means, such as hearing, smell, blindsight, or electroreception.
 * A player who controls a Blinded PC may not look at the battlemat, and are instead described events by the DM.
 * When a Blinded PC acts, the DM describes what they can sense, and the player can adapt accordingly (the rest of the players may not “cheat” and describe the room to the Blinded PC’s player, but they may attempt to aid the Blinded PC in-character on their turn)

Deafened: Exhausted/Fatigued: Frightened: Grappled: Incapacitated: Invisible: Paralyzed: Petrified: Prone: Restrained: Stunned: Unconscious:
 * A Deafened creature cannot hear and automatically fails any ability check that requires hearing.
 * A Deafened creature has trouble speaking and needs to make a DC 13 Charisma Check to speak properly.
 * As 5e.
 * As 5e.
 * As 5e.
 * As 5e.
 * An Invisible creature is impossible to see without the aid of special senses.
 * An Invisible enemy’s miniature is removed from the battlemat to the PCs.
 * An Invisible creature is able to be attacked with Disadvantage (or a -5 to hit) if it is in the same square as the targeted square, otherwise the attack misses.
 * An Invisible creature that is also Burning, Wet, Bleeding, etc, has its grid location revealed and is no longer Invisible, just harder to hit with Disadvantage (or a 5e to hit).
 * An Invisible creature has Advantage (or a +5 to hit) on attack rolls against creatures that cannot see it (it loses this bonus if it is Burning, Wet, Bleeding, etc).
 * As 5e.
 * As 5e.
 * As 5e.
 * As 5e.
 * As 5e.
 * As 5e.

Custom Conditions
Agonized: Bleeding: Envenomed: Guarded: Burning: If a Burning creature does any one of the following, it loses the Burning condition:
 * Usually inflicted by especially heinous attacks or through torture.
 * An Agonized character is Incapacitated.
 * An Agonized character has Disadvantage on Intelligence, Wisdom and Charisma Checks and Saves.
 * An Agonized character automatically fails any Save related to the Frightened Condition.
 * Usually inflicted by Piercing or Slashing damage.
 * At the start of the Bleeding creature’s turn, it takes 1d4 Bleed damage (stackable with itself).
 * If a Bleeding creature takes Fire damage, it loses the Bleeding condition (as if the fire damage had cauterized the wounds).
 * A Bleeding creature can remove a number of levels of Bleed from either themselves or an ally within 5ft as an Action on their turn. They can remove a number equal to their Intelligence Modifier, or their Intelligence Modifier plus their Proficiency Modifier if they have Proficiency in the Medicine Skill.
 * Usually inflicted by Poison damage (instead of the Poisoned condition).
 * An Envenomed creature takes 1d4 Poison damage (stackable with itself) at the start of its turn.
 * Usually gained through martial class features.
 * A Guarded creature has Advantage on (or a +5 bonus to) saves to avoid being knocked prone or moved from its position.
 * A Guarded creature has an additional Reaction that it can only use to make an attack of opportunity.
 * A creature loses its Guarded condition if it becomes Staggered.
 * Usually inflicted by Fire damage.
 * A Burning creature takes 1d4 Fire damage (stackable with itself) at the start of its turn. This effect does not apply if the attack that dealt Fire Damage already has rules for igniting the enemy.
 * A Burning creature has [Resistance I] to Cold damage.
 * Gains the Wet Condition.


 * The creature is buffeted by a shockwave or gust of wind that is strong enough to put out the flame. This could either be from Thunder Damage equal to or greater than the total Fire Damage you have taken from being immolated, or from a gust of wind strong enough to put out the blaze (DM Discretion).

Corrosive Burning: If a Corrosive Burning creature does any of the following, it loses the Corrosive Burning condition: Muted: Staggered: Shaken: Wet:
 * Spends its action to smother the flames while Prone (stop drop and roll). This does not apply to affects that add an increased level of Fire that requires saves, such as the Metahuman's Pyro Lung ability.
 * Inflicted by Acid Damage
 * A Corrosive Burning creature takes 1d6 Acid Damage (Stackable with itself) at the start of its turn.
 * A Corrosive Burning creature has [Vulnerability I] to all non-Acid Damage.
 * Gains the Wet Condition.
 * Is doused in a Basic solution to neutralize the acid.
 * Spends its action and movement to desperately remove all traces of Acid from their body.
 * A Muted creature cannot speak.
 * Usually inflicted by Bludgeoning damage.
 * A Staggered creature has Disadvantage on (or a -5 penalty to) avoid being knocked prone or moved from its position.
 * A Staggered creature has one less Reaction.
 * A Staggered creature cannot benefit from its Armour Damage Reduction.
 * A Staggered creature cannot become Guarded.
 * A Shaken creature has Disadvantage on (or a -5 penalty to) saves to avoid being Frightened.
 * Usually inflicted by water.
 * A Wet creature has [Resistance I] to Fire damage. After a Wet creature takes Fire damage, it loses the Wet condition (as if the fire had evaporated the water).
 * A Wet creature is immune to the Burning condition.
 * A Wet creature has [Vulnerability I] to Lightning damage (as if the water had conducted the electricity).