Fatigue is an omnipresent risk to all in the World.
Fatigue has 10 steps. Fatigued is the first five of those steps. The person is tired, weary, and worn down.
The next steps, six to 10, are generally called Exhausted.
Fatigue Points |
Effect |
0 |
None |
1 |
-1 on rolls, -5 to Speed |
2 |
-2 on rolls, -10 to speed |
3 |
Cancels Advantage, -3 on rolls, -15 to speed |
4 |
Disadvantage on all rolls, – 20 to speed |
5 |
Disadvantage, -25 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls |
6 |
Disadvantage, – 30 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls |
7 |
Disadvantage, – 35 to speed, -1 to Rest Recovery, penalties to Vitality, Con rolls |
8 |
Incapacitated, penalties to Vitality, Con rolls |
9 |
Unconscious, Incapacitated, -3 to AC, penalties to Vitality, Con rolls |
10 |
Unconscious, Incapacitated, -6 to AC, penalties to Vitality, Con rolls |
All people start at 0. Every time there is a chance to gain a fatigue point, you can make a Vitality Check, with degrees of difficulty determined by DM, and a penalty for each prior attempt within the period between long rests. Success will block the point; failure will result in getting it.
Two points of Fatigue can be restored by one Long Rest, unless exhausted, in which case you can only recover 1 point.
When you exceed your movement rate, you can no longer move.