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NameVO => AltName

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Yan Maniez 2018-07-14 01:43:59 +02:00
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# Conditions
- NameVO: [États spéciaux](conditions_hd.md#États-spéciaux)
- AltName: [États spéciaux](conditions_hd.md#États-spéciaux)
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monsters attack, or other effect. Most conditions, such as [blinded](conditions_vo.md#blinded), are impairments, but a few, such as invisible, can be advantageous.
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# Blinded
- NameVO: [Aveuglé](conditions_hd.md#aveuglé)
- AltName: [Aveuglé](conditions_hd.md#aveuglé)
* A blinded creature can't see and automatically fails any ability check that requires sight.
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# Charmed
- NameVO: [Charmé](conditions_hd.md#charmé)
- AltName: [Charmé](conditions_hd.md#charmé)
* A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
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# Deafened
- NameVO: [Assourdi](conditions_hd.md#assourdi)
- AltName: [Assourdi](conditions_hd.md#assourdi)
* A deafened creature can't hear and automatically fails any ability check that requires hearing.
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# Frightened
- NameVO: [Terrorisé](conditions_hd.md#terrorisé)
- AltName: [Terrorisé](conditions_hd.md#terrorisé)
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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# Grappled
- NameVO: [Empoigné](conditions_hd.md#empoigné)
- AltName: [Empoigné](conditions_hd.md#empoigné)
* A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
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# Incapacitated
- NameVO: [Neutralisé](conditions_hd.md#neutralisé)
- AltName: [Neutralisé](conditions_hd.md#neutralisé)
* An incapacitated creature can't take actions or reactions.
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# Invisible
- NameVO: [Invisible](conditions_hd.md#invisible)
- AltName: [Invisible](conditions_hd.md#invisible)
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
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# Paralyzed
- NameVO: [Paralysé](conditions_hd.md#paralysé)
- AltName: [Paralysé](conditions_hd.md#paralysé)
* A paralyzed creature is [incapacitated](conditions_vo.md#incapacitated) (see the condition) and can't move or speak.
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# Petrified
- NameVO: [Pétrifié](conditions_hd.md#pétrifié)
- AltName: [Pétrifié](conditions_hd.md#pétrifié)
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
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# Poisoned
- NameVO: [Empoisonné](conditions_hd.md#empoisonné)
- AltName: [Empoisonné](conditions_hd.md#empoisonné)
* A poisoned creature has disadvantage on attack rolls and ability checks.
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# Prone
- NameVO: [À terre](conditions_hd.md#À-terre)
- AltName: [À terre](conditions_hd.md#À-terre)
* A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
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# Restrained
- NameVO: [Entravé](conditions_hd.md#entravé)
- AltName: [Entravé](conditions_hd.md#entravé)
* A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
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# Stunned
- NameVO: [Étourdi](conditions_hd.md#Étourdi)
- AltName: [Étourdi](conditions_hd.md#Étourdi)
* A stunned creature is [incapacitated](conditions_vo.md#incapacitated) (see the condition), can't move, and can speak only falteringly.
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# Unconscious
- NameVO: [Inconscient](conditions_hd.md#inconscient)
- AltName: [Inconscient](conditions_hd.md#inconscient)
* An unconscious creature is [incapacitated](conditions_vo.md#incapacitated) (see the condition), can't move or speak, and is unaware of its surroundings
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# Exhaustion
- NameVO: [Fatigue et épuisement](conditions_hd.md#fatigue-et-épuisement)
- AltName: [Fatigue et épuisement](conditions_hd.md#fatigue-et-épuisement)
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.