Conditions

The following new conditions are added to the game.

Blinded

The following effects apply to a creature which is blinded:

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Burning

A burning creature takes fire damage at the beginning of their turn. The amount is determined by the effect which caused the condition. The condition can be ended in any of the following ways:

  • The fire is completely doused.
  • The burning creature gains the frozen condition, or takes cold damage equal to or exceeding the maximum ongoing fire damage.
  • The burning creature puts out the fire at the expense of their turn.
  • Another creature spends their turn putting out the burning creature.

Charmed

The following effects apply to a creature which is charmed:

  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Chilled

A chilled creature's movement speed is halved.

Corrupted

Since the emergence of corrupted machines, hunters have began incorporating metalburn from the machines' corpses into weaponry such as the corruption arrow. The effects of the substance on a machine is to temporarily override its friend-foe identification, causing it to attack any nearby creatures or machines. The substance has a mind-altering effect on living creatures, curiously enough resulting in essentially the same outcome.

  • A creature with this condition believes all other creatures are hostile.
  • It attacks whichever creature is nearest to it at the beginning of each of its turns.
  • It repeats its saving throw at the end of each turn, ending this condition on a success.
  • A corrupted creature is immune to the overridden condition.

Deafened

A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Disoriented

A disoriented creature has disadvantage on ability checks it makes, as well as might and finesse saving throws.

Enraged

The following effects apply to a creature which is enraged:

  • Advantage on Might checks and Might saving throws.
  • The creature deals additional damage when making melee attacks using Might. The bonus to their damage roll is dependent on the creature's CR before, as shown in the enraged damage table.
  • The creature has resistance to melee and ranged impact damage.
CR Enraged Damage CR Enraged Damage CR Enraged Damage
0-2 +2 12-14 +6 24-26 +10
3-5 +3 15-17 +7 27-29 +11
6-8 +4 18-20 +8 30 +12
9-11 +5 21-23 +9

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Exhaustion Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frightened

The following effects apply to a creature which is frightened:

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Frozen

A frozen creature is locked in place by ice. They suffer the following effects:

  • The creature's speed is reduced to 0.
  • They automatically fail Dexterity saving throws.
  • Attacks rolls against the creature are made with advantage.
  • The creature is vulnerable to melee and ranged impact damage.

The frozen condition ends early if the creature takes damage. Another creature can also spend their action to break through the ice, freeing a frozen creature. A creature freed from the frozen condition becomes chilled.

Grappled

The following effects apply to a creature which is 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 incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.

Incapacitated

An incapacitated creature can't take actions or reactions.

Overridden

This condition only affects machines. An overridden machine:

  • Can be controlled if mountable. When not mounted a machine acts entirely independently, but does follow the creature which overrode it to the best of its ability and defends them in combat.
  • Is hostile to any creature which is hostile to the creature which overrode it.
  • Is not hostile to allies of the creature which overrode it, but neither does it treat them as allies. If attacked or damaged by such a creature it becomes aggressive toward that creature.
  • Is immune to corruption.

Paralyzed

The following effects apply to a creature which is paralyzed:

  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Poisoned

A poisoned creature has disadvantage on attack rolls and ability checks it makes.

Prone

The following effects apply to a creature which is prone:

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained

The following effects apply to a creature which is restrained:

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned

The following effects apply to a creature which is stunned:

  • A stunned creature is incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

The following effects apply to a creature which is unconscious:

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.