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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.