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Conditions Reference
All 14 SRD conditions with full mechanical effects: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, R...
Conditions alter creature capabilities in defined ways. They end when the triggering effect ends, when removed by a remedy, or when specified.
- A blinded creature can't see and automatically fails any ability check requiring sight.
- Attack rolls against the creature have advantage; the creature's attack rolls have disadvantage.
- A charmed creature can't attack the charmer or target them with harmful abilities or spells.
- The charmer has advantage on ability checks to interact socially with the creature.
- A deafened creature can't hear and automatically fails checks requiring hearing.
- Measured in six levels. Each level has a cumulative effect:
- 1: Disadvantage on ability checks
- 2: Speed halved
- 3: Disadvantage on attack rolls and saving throws
- 4: Hit point maximum halved
- 5: Speed reduced to 0
- 6: Death
- Finishing a long rest removes one level of exhaustion (provided you have food and water).
- A frightened creature has disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
- The creature can't willingly move closer to the source.
- A grappled creature's speed becomes 0, and it can't benefit from bonuses to its speed.
- The condition ends if the grappler is incapacitated or the creature is moved out of the grappler's reach.
- An incapacitated creature can't take actions or reactions.
- An invisible creature is impossible to see without magic or special sense.
- Attack rolls against the creature have disadvantage; the creature's attack rolls have advantage.
- The creature still makes noise and leaves tracks.
- A paralyzed creature is incapacitated and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits is a critical hit if the attacker is within 5 feet.
- A petrified creature is transformed into a solid inanimate substance.
- The creature is incapacitated, unaware of its surroundings, and can't move or speak.
- Attack rolls against have advantage; Strength and Dexterity saves are automatic failures.
- Resistance to all damage; immunity to poison and disease (existing effects suspended, not removed).
- A poisoned creature has disadvantage on attack rolls and ability checks.
- A prone creature's only movement option is to crawl (costs 1 foot of speed per foot traveled) unless it stands up.
- Standing up costs half the creature's speed.
- Attack rolls against a prone creature have advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage (this applies to ranged attacks and melee attacks from beyond 5 feet, such as with reach weapons).
- The creature's own attack rolls have disadvantage.
- A restrained creature's speed becomes 0.
- Attack rolls against the creature have advantage; the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
- A stunned creature is incapacitated, can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- An unconscious creature is incapacitated and unaware of its surroundings, dropping everything it holds and falling prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits is a critical hit if the attacker is within 5 feet.