Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s Attack, or other Effect. Most Conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.   A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a Duration specified by the Effect that imposed the condition. If multiple Effects impose the same condition on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t get worse. A creature either has a condition or doesn’t.   The following definitions specify what happens to a creature while it is subjected to a condition.

Bleed

A bleeding creature is wounded and bleeding out. Abilities and Attacks that impart this condition will detail the number of rounds and the amount of damage dealt over time.

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.

Burning

A creature that is burning is on fire. While the condition is in place, the creature will continue to take fire damage until the flames are put out (either by the creature or an ally using a Standard Action to manually put out the flames, enter an environment that puts them out such as jumping in water, or the effect ends naturally). The default damage is 1d6 fire damage, but some effects may specify other amounts.

Charmed

A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or Magical Effects. The charmer has advantage on any ability check to interact socially with the creature.

Damage Over Time

A creature suffering a damage over time effect takes damage at the start of their turn (or every 6 seconds) until the effect ends. This is typically causes by spells specifically intended to cause this effect.   When an ability or attack would impose this condition it will specify the amount and type of damage and the duration (typically in rounds). Unlike many other conditions, Damage Over Time effects can stack.

Deafened

A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Frightened

A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight. The creature can’t willingly move closer to the source of its fear.

Frostbitten

A frostbitten creature has been exposed to the harshness of ice. Until the effect ends, the creature has a -2 penalty to attack rolls and saving throws, and its speed is reduced by 10.   A creature can have up to 2 stages of Frostbitten, with the second stage reducing the creatures speed to half or -10 (whichever is lowest), and it takes 1d4 necrotic damage at the end of its turn unless otherwise stated. Each stage has its own duration separate from each other.

Grappled

A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the Grappler is incapacitated (see the condition). The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect.

Incapacitated

An incapacitated creature can’t take Full Round Actions, Standard Actions, or Reactions.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a Special sense. For the Purpose 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 attacker 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 its 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 poison 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.
  • The creature has disadvantage on Attack rolls.
  • An Attack roll 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 0, 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 its surroundings
  • The creature drops whatever it’s 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 and environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a Special condition called 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.   Exhaustion Effects
    LevelEffect
    1Disadvantage on Ability Checks
    2Speed is Halved
    3Disadvantage on Attack rolls and Saving Throws
    4Hit point maximum halved
    5Speed reduced to 0
    6Death
      If an already exhausted creature suffers another Effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.   A creature suffers the Effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.   An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced below 1.   Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
     
      Blinded: You’re unable to see.   Broken: This item can’t be used for its normal function until repaired.   Clumsy: You can’t move as easily or gracefully as usual.   Concealed: Fog or similar obscuration makes you difficult to see and target.   Confused: You attack indiscriminately.   Controlled: Another creature determines your actions.   Dazzled: Everything is concealed to you.   Deafened: You’re unable to hear.   Doomed: With your soul in peril, you are now closer to death.   Drained: Blood loss or something similar has leached your vitality.   Dying: You’re slipping closer to death.   Encumbered: You’re carrying more weight than you can manage.   Enfeebled: Your strength has been sapped away.   Fascinated: You are compelled to focus your attention on something.   Fatigued: Your defenses are lower and you can’t use exploration activities while traveling.   Flat-Footed: You’re unable to defend yourself to your full capability.   Fleeing: You must run away.   Friendly: An NPC with this condition has a good attitude toward you.   Frightened: Fear makes you less capable of attacking and defending.   Grabbed: A creature, object, or magic holds you in place.   Helpful: An NPC with this condition wants to assist you.   Hidden: A creature you’re hidden from knows your location but can’t see you.   Hostile: An NPC with this condition wants to harm you.   Immobilized: You can’t move.   Indifferent: An NPC with this condition doesn’t have a strong opinion about you.   Invisible: Creatures can’t see you.   Observed: You’re in plain view.   Paralyzed: Your body is frozen in place.   Persistent Damage: You keep taking damage every round.   Petrified: You’ve been turned to stone.   Prone: You’re lying on the ground and easier to attack.   Quickened: You get an extra action each turn.   Restrained: You’re tied up and can’t move, or a grappling creature has you pinned.   Sickened: You’re sick to your stomach.   Slowed: You lose actions each turn.   Stunned: You can’t use actions.   Stupefied: You can’t access your full mental faculties, and you have trouble casting spells.   Unconscious: You’re asleep or knocked out.   Undetected: A creature you’re undetected by doesn’t know where you are.   Unfriendly: An NPC with this condition doesn’t like you.   Unnoticed: A creature is entirely unaware you’re present.   Wounded: You’ve been brought back from the brink of death but haven’t fully recovered.

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