When a creature is feared, controlled by their emotions.
The Frightened condition creatures inner turmoil with a creature, usually resulting in a saving throw (usually Will). While Frightened:
- The creature has disadvantage on attacks and skill checks made while the source of their fear is within their line of sight.
- The creature cannot willingly move closer to the source of its fear.
- The creature cannot use the Delay or Ready Actions on its combat turns.
- The source of its fear has advantage on skill checks made against the creature that relies on Wisdom and Charisma (except Diplomacy).
- If the source started its turn within 5ft of the frightened creature, or of it Moves into such during its turn: they have advantage on attack rolls made against that creature until the end of their turn.
A creature can attempt to end this effect by either waiting for it to end (depending on how it was applied), by another creature using an effect to end it, or by using an action on their turn to reattempt the save (once a turn). This is done as a free action.