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The following conditions are used by Apothecary spells, Esoteric Theories, and certain Occult Practices.

They supplement the conditions provided in the Player's Handbook.

Unless an effect states otherwise, multiple applications of the same condition don't stack. The strongest applicable damage or penalty takes precedence, and reapplication can refresh the duration.

An effect's specified duration takes precedence over any default duration listed below.

Frozen

A Frozen creature's Speed becomes 0.

The creature can otherwise move its limbs, take actions, cast spells, and maintain Concentration unless another effect restricts those activities.

Unless the effect imposing Frozen specifies a different duration, Frozen ends at the end of the affected creature's next turn.

Shocked

A Shocked creature can't take Reactions.

It also has Disadvantage on the next attack roll it makes before the condition ends.

The condition ends at the time specified by the effect imposing it.

Dazed

A Dazed creature can't take Reactions.

On its turn, it can take an Action or a Bonus Action, but not both.

It can still move normally unless another effect restricts its movement.

The condition ends at the time specified by the effect imposing it.

Burning

A Burning creature takes the Acid or Fire damage specified by the effect imposing the condition at the start of each of its turns.

Unless otherwise specified, Burning lasts for up to 1 minute.

A creature can take the Utilize action to extinguish flames or neutralize the substance responsible for Burning. Another creature within reach can take this action on its behalf.

Appropriate magical or environmental effects that remove the source of Burning can also end it.

Multiple applications don't stack. Use the highest applicable damage amount.

Bleeding

A Bleeding creature takes the damage specified by the effect imposing the condition at the start of each of its turns.

Bleeding deals the physical damage type of the wound that caused it, normally Piercing or Slashing.

Unless otherwise specified, Bleeding lasts for up to 1 minute.

Bleeding ends early if the affected creature receives magical Hit Point restoration.

It also ends if the creature or another creature within reach takes the Utilize action and succeeds on a DC 10 Wisdom (Medicine) check to staunch the wound.

A creature must be capable of suffering a persistent physical wound to be affected by Bleeding. Incorporeal creatures and creatures without suitable physical anatomy are normally unaffected. Physical Undead and Constructs aren't automatically immune if their bodies can sustain such injuries.

Multiple applications don't stack. Use the highest applicable damage amount.


Magical Diseases and Contagion

Certain Apothecary spells create magical diseases rather than imposing ordinary conditions.

Magical diseases use the saving throws, durations, and removal methods specified by the relevant spell.

Disease and Poisoned. A disease isn't automatically equivalent to the Poisoned condition. A creature can suffer one without necessarily suffering the other.

Lesser Restoration. If an Apothecary spell specifically states that Lesser Restoration ends its infection, that spell can do so despite the ordinary 2024 Lesser Restoration rules.

Exhaustion. Ending an infection doesn't automatically remove Exhaustion already acquired through it.

Pathogenist and Contagion. A magical contagion created by a Pathogenist's Contagion spell counts as a disease for the purposes of that Pathogenist's subclass features, including Mutant Strains. This doesn't otherwise alter the 2024 spell's effects or cause unrelated applications of Poisoned to count as diseases.

Disease Immunity. Features that allow a Pathogenist to overcome disease immunity apply only as specified by the feature granting that benefit.

Contamination. Drakkenheim's Contamination Levels and Eldareth's Nycterium corruption are separate systems. No Apothecary spell automatically removes or suppresses Nycterium corruption unless Eldareth's rules expressly grant that interaction.