Conditions

Foe Foundry introduces custom 5E conditions like Dazed, Frozen, and Shocked — interactive debuffs that create tactical choices without removing player agency. Unlike Stunned or Paralyzed, these conditions let players stay engaged in combat.

Foe Foundry introduces several custom conditions that monsters can inflict on player characters in your 5E TTRPG game.

These conditions are designed to be more interactive than standard 5E conditions such as Stunned and Paralyzed (see D&D Beyond's Free Rules Glossary for official condition definitions). These custom conditions don't take away an entire player's turn, but usually offer that player a choice if they want to use their action defensively to remove the debuff or if they want to keep using their action offensively and accept the risk or downside that the condition imposes.

Don't worry, Foe Foundry monsters can afford to be more "lenient" in the conditions that they apply because their action economy is designed such that applying these conditions is a side effect of doing damage to PCs. In other words, Foe Foundry monsters don't rely on paralyzing a PC to be threatening.

Dazed

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The Dazed condition is like a light version of incapacitated that doesn't take away the player's entire turn.

A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.

Frozen

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The Frozen condition is a nice interactive condition because it imposes a debuff that presents the player with interesting choices and options for creative mechanisms to escape the debuff. It also sets up interesting combinations between monsters if another monster in the encounter deals bludgeoning damage.

A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC {dc} Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Shocked

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The Shocked condition can create interesting situations where players are forced to drop important weapons or quest items. Consider creating scenarios where enemies are trying to steal a particular weapon or item from the PCs and utilize shocking to try to force the PCs to drop the item.

A Shocked creature is Dazed and drops whatever it is carrying.

Enraged

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This ability is usually applied by the monster to itself as a buff.

An Enraged creature has resistance to bludgeoning, piercing, and slashing damage. Attacks against it have advantage and its attacks have advantage.

Swallowed

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The Swallowed condition just codifies some abilities and behavior that various SRD monsters have had, such as the Purple Worm from the official 5E SRD.

A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes damage ongoing Acid damage at the start of each of its turns. If the swallowing creature takesregurgitate_damage_threshold damage or more on a single turn from a creature inside it, it must make a DC regurgitate_dc Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone.

Engulfed

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The Engulfed condition is designed to standardize certain interactions like what the Gelatinous Cube can do to players

A creature that is Engulfed is Restrained, Suffocating, and cannot cast spells with Verbal components. It takes damage ongoing Acid damage at the end of each of its turns. It can spend an Action to make a DC escape_dc Athletics check to escape the engulfing creature.

Weakened

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The Weakened condition is another way to apply debuffs to players without taking away the entire player's turn.

A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.

Susceptible

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Susceptibility is best used as a "wind up" ability, where the monster applies susceptibility to PCs and then prepares a big telegraphed ability. Then the PCs have a turn to decide how they want to address the situation.

A creature susceptible to damage_type ignores any immunity or resistance to damage_type that it may have. If it had no such immunity, it is instead vulnerable to damage_type.


Frequently Asked Questions

What are custom conditions in Foe Foundry?

Custom conditions are interactive debuffs that add tactical depth without removing player agency. Unlike Paralyzed or Stunned, conditions like Dazed, Frozen, and Shocked let players make meaningful choices each turn.

How is Dazed different from Stunned?

A Dazed creature can move or take an action (but not both), while a Stunned creature can do neither. Dazed keeps players engaged by forcing tactical choices without completely shutting them down.

Can players break free from Frozen?

Yes! Players can use an action to make a DC Strength (Athletics) check to break the ice, or the condition ends if they take bludgeoning, thunder, or fire damage. This creates interesting tactical choices and opportunities for creative problem-solving.

Why use Weakened instead of reducing damage directly?

Weakened is a condition players can see and strategize around. They know they're operating at half effectiveness and can decide whether to fight through it, retreat, or use resources to remove it. It's more interactive than invisible damage reduction.

Do Foe Foundry monsters use standard 5E conditions too?

Yes! Foe Foundry monsters use both standard conditions (like Restrained, Prone, and Frightened) and custom conditions. Custom conditions complement the standard set by offering more granular, interactive options.