Draw Steel Conditions cheat sheet
Status effects and their mechanical impact. At-the-table reference for Draw Steel.
Draw Steel conditions: every status effect and its one-line rule. Apply them from abilities, terrain, and enemy attacks.
How conditions work
- A condition applies until the effect that caused it ends (end of turn, save, ability duration).
- Multiple instances of the same condition do not stack (you are either dazed or not).
- Some conditions have a severity (e.g., 'frightened by X'): you can be frightened by multiple sources simultaneously.
- Immunity to a condition means you cannot gain it from any source.
All conditions
See the table below for every condition and its mechanical effect.
| Condition | Effect |
|---|---|
| Bleeding | Lose 1d6 + your level Stamina after you take a main action, a triggered action, or a Might/Agility roll, until treated or you die |
| Dazed | Cannot take triggered actions or free triggered actions |
| Frightened | Cannot willingly move closer to the source; power rolls against the source take a bane |
| Grabbed | Speed is 0; the grabber can move you with them |
| Prone | Melee attacks against you gain an edge; standing up is a maneuver |
| Restrained | Speed is 0; attacks against you gain an edge; your power rolls take a bane |
| Slowed | Speed can't exceed 2 |
| Taunted | Double bane on power rolls against targets other than the taunter |
| Weakened | Power rolls take a bane |
Common mistakes
- Bleeding is ongoing damage, not a wound: it triggers when you take a main action, a triggered action, or make a Might/Agility roll, not automatically at the start of your turn.
- Dazed removes triggered actions (reactions), not main actions.
- Grabbed sets speed to 0 but does not prevent actions: the grabbed creature can still attack.
- Weakened adds a bane to power rolls; it doesn't halve damage dealt.