Conditions

Here are a list of conditions that one will find themselves affiliated with on their journey.

Bleeding
you are bleeding out, and taking physical damage over time (damage indicated by the ability this conditition was granted by). This condition can be ended earlier if you, or a friendly creature, makes a DC 15 Wisdom (Medicine) check.

Blinded
When you become blinded, you lose the ability to see, and everything becomes a black void for you. While blind, you automatically fail any check that requires sight. You also have disadvantage on attack rolls, and all attack rolls against you have advantage.

Burning
Often caused by Fire-based spells and abilities. You are on fire, and taking 1d6 Fire damage per round. This damage can be increased by specific abiltiies. Anything that can put out fires can stop Burning, and will be stopped once Chilled has been applied.

Charmed
You have become charmed by another creature and feel closer to this creature, as though you become long-time friends, or even lovers. While charmed, you cannot willingly attack the creature you've been charmed by, and any social checks against you by the charming creature has advantage.

Chilled
You have been Chilled, which results in you feeling colder. While Chilled, your movement speed is reduced by 10 Feet. This conditition can be stacked by other spells, reducing the movement speed no lower then 0 Feet. Any method of heating a creature can stop Chilled, and can be removed with the Burning condition.

Deafened
You have become deafened, and lose your ability to hear. While deafened, you automatically fail all checks involving hearing.

Frightened
You have becomed incredible frightened by another creature. While you are frightened, you have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight. You also can't willingly move closer to the source of your fear.

Grappled
A creature has managed to grapple you, making you grappled. While grappled, your movement speed is 0, and cannot benefit from movement boosting effect. The condition ends ether if your grappler is incapacitated, or if you are removed from the reach of your grappler.

Incapacitated
You have become incapacitated, and cannot perform any actions or reactions while under this condition.

Invisible
You have become invisible, and cannot be seen without magical means or special senses. While invisible, you are treated as heavily obscured, as well as all attack rolls you make have advantage while all attack rolls against you have disadvantage. However, any noise you make can still be detected, and you still leave tracks in substances that can leave them, such as mud.

Paralyzed
You have become paralyzed, and cannot do anything. While paralyzed, you are unable to move or speak, will automatically fail on Strength and Dexterity checks, attack rolls against you have advantage, and all melee attacks against against you become critical hits.

Petrified
You have become petrified, and your body and non-magical equipment is turned to stone. While you are petrified, you weight becomes ten times heavier and become Incapacitated. Attack rolls against you have advantage, and you automatically fail Strength and Dexterity checks. However, you become resistant to all damage, and are immune to poison and disease, though a poison or disease already in your system is only suspended, not neutralized.

Poisoned
You have become poisoned, and are slowly losing health. While poisoned, you take damage at the start of your turn, indicated by whatever poisoned you. This condition can be removed with anti-venom.

Prone
You have been knocked prone, and are lying on the ground. While prone, you can only move by crawling on the ground, unless you choose to stand up (which costs have your movement), and you have disadvantage on attack rolls. To add unto this, all melee attack rolls against you have advantage.

Restrained
You have becomed fully restrained. While restrainted, your movement speed becomes 0 and you have disadvantage on attack rolls and Dexterity saving throws. Alongside this, attack rolls against you have advantage.

Scorched
You have becomed scorched, and thus are slightly weakened. Your damage rolls are reduced by the proficency bonus of the creature that inflicted scorched on you.

Sickened
You have become sickened by something, and all attack rolls and ability checks are made with disadvantage.

Stunned
You have becomed stunned, and have a hard time moving. You are Incapacitated, and can only speak faintly. Alongside this, you automatically fail all Strength and Dexterity checks, and all attack rolls against you have advantage.

Taunted
A creature has taunted and mocked you, and made you infuriated with it. You lose concentration of spells while taunted, and you must focus all attacks and negative effects (ie, spells that deal damage) on the creature that has taunted you. However, the creature that taunted you has disadvantage on social checks with you.

Unconscious
You have fallen unconscious, due to circumstances. While unconscious, you are incapacitated, cannot move your speak, and are unaware of your surroundings. You also fall prone, and drop everything you are holding. While unconscious, you automatically fail Strength and Dexterity checks, attack rolls against you have advantage, and melee attack rolls against you become critical hits.