Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack Rolls against the creature have advantage and the creature's Attack Rolls have disadvantage.
Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities, spells or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
Ethereal
- An ethereal creature cannot interact with the world around them, nor can anyone around them interact with the creature. They are also treated as invisible.
Fatigued
- A fatigued creature takes disadvantage on initiative rolls.
Frightened
- A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of it's fear is within it's line of sight.
- The creature can't willingly move closer to the source of it's fear.
Grappled
- A grappled creature's speed becomes zero and it can't benefit from any bonus to it's speed.
- The condition ends if the grappler becomes incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Incapacitated
- An incapacitated creature can't take Actions or Reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purposes of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack Rolls against the creature have disadvantage and the creature's Attack Rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) 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 the creature is a critical hit if the attack is within 5 feet of the creature.
Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of it's surroundings.
- Attack Rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity Saving Throws.
- The creature has Resistance to all damage.
- The creature is immune to poision and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
- A poisoned creature has disadvantage on Attack Rolls and Ability Checks.
Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. While crawling your movement speed is halved.
- The creature has disadvantage on melee Attack Rolls, but advantage on ranged Attack Rolls.
- An Attack Roll made against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack Roll has disadvantage.
Restrained
- A restrained creature's speed becomes zero and it can't benefit from any bonus to its speed.
- Attack Rolls against the creature have advantage and the creature's Attack Rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Stunned
- A stunned creature is incapacitated (see the condition), can't move and can speak only falteringly.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated (see the condition, can't move or speak and is unaware of it's surroundings.
- The creature drops whatever it is holding and falls prone.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Exhaustion
Some special abilities, spells and environmental hazards such as starvation and the long term effects of freezing or scoching temperatures can lead to levels of exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
Level |
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 5 feet |
6 |
Death |
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