Statuses and Effects

Advantage/Disadvantage: Roll 2 dice and take the higher/lower of the shown rolls.

Bleeding: Take damage at the end of your turn equal to 5% of your total HP.

Blinded: Attacks you make have disadvantage, and attacks against you have advantage.

Burned: Take damage at the end of your turn equal to the Wisdom modifier of the inflictor of the burn.

Bloodied: You become bloodied when you're below half health and lose bloodied when you go back above half health.

Cursed: You cannot heal health.

Dazed: You may not make a main action and a movement action within the same turn and cannot run.

Disabled: You can only make free actions.

Disarmed: You cannot make any attacks that require a weapon.

Elusive: Attacks against you have disadvantage.

Entangled: You move at half speed and take a penalty to your attacks and dodge value equal to the wisdom modifier of the inflictor of the entanglement.

Ethereal: You cannot be dealt damage by non-magical weapons.

Fear: You must make a basic move to travel as far away from the inflictor of the fear as possible.

Flanked: Melee attacks against you have advantage. This occurs when two enemy units are adjacent to you.

Fogged: Cannot be targeted.

Glowing: Lights dark areas and enemies can see you at all times. Also you cannot go invisible.

Haste: You move at double speed.

Helpless: You can take no actions and your dodge, block and parry values are 0.

Immobile: You may not take movement actions.

Invisible: You cannot be seen or targeted. Is removed if you make a main action.

Invulnerable: You take no damage and cannot die or fall unconscious.

Levitation: You are not affected by terrain and can cross gaps and chasms.

Marked: If you make an attack on anyone besides the inflictor of the mark, they may make an opportunity attack against you if they're in an adjacent square.

Night Vision: Darkness does not limit your vision.

Petrified: You are helpless and invulnerable.

Prone: You are knocked on the ground. You cannot move until you spend a movement action to stand up. Attacks against you have advantage and attacks you make have disadvantage.

Shell: Enemies cannot inflict statuses on you.

Silenced: You cannot make any actions that require spending mana.

Sleep: You fall prone and are helpless until you take damage or an adjacent ally uses a minor action to wake you.

Slowed: You move at half speed.

Smoldering: Same effect as Burned, but is stackable.

Stoneskin: Add your constitution modifier to your armor value.

Stunned: You may only make minor or free actions during your turn.

Taunted: If in range you must make a basic attack against the inflictor of the taunt.

Unconscious: You fall prone and are helpless.

Warded: Take half damage from a given source.

Water Breathing: You can breathe underwater.