Conditions
Aflame
- A creature that is aflame suffers the indicated damage at the start of each of their turns, this is applied before any other start of turn effects, and is considered the same damage type as the damage that initially caused this condition.
- This condition can be removed with a DC 15 skill check that is appropriate to the situation, or is automatically removed if a given situation arises at GM discretion; for example if a creature is on fire thus suffering from the Aflame condition, and attempts to stop-drop-and-roll, you could ask for an Athletics check DC 15 as an action to remove this condition, alternatively, a bucket of water could be thrown on them if sizable enough for the flame, to immediately remove this condition, no check required.
- Aflame effects do not stack with each other, simply taking the highest damage of all, and the highest duration of all.
Anchored
- A creature that is anchored cannot be magically transported through any means of teleportation or inter-dimensional travel; however, Anchored does not interfere with the movement of creatures already in an inter-dimensional place, such as a creature that is Ethereal, nor does it block extradimensional perception or attack forms such as a Ghost Touch weapon attacking an Incorporeal creature. Anchored does not prevent summoned creatures from disappearing at the end of a summoning spell.
Antagonized
- A creature is considered antagonized if they are successfully taunted or otherwise riled up to focus hostility towards one individual or group.
- While antagonized any hostile action that deals damage or causes a negative condition, or any other effect that penalizes or hinders a creature made by the antagonized creature must be made against the antagonizer.
- An antagonized creature can attempt to take hostile action against a creature other than their antagonizer, but they must succeed at a Wisdom saving throw at the same DC that caused the antagonized condition or the Intimidation DC of the skill check, as calculated under the Antagonize option of the Antagonize skill, whichever is more appropriate. On success they can perform their desired action.
- An antagonized creature can make a new save or check, as appropriate, against this condition at the end of each of their turns with the DC reducing by 1 each round that it is failed, unless otherwise noted.
Bleeding
- A creature that is bleeding suffers the indicated damage at the start of each of their turns, this is applied before any other start of turn effects, and is considered Bleed damage.
- The bleed condition can be removed with a DC 15 Medicine check requiring the use of a Healer's Kit charge, or through the application of any magical healing that cures hit point damage, some bleed effects may be more difficult to cure.
- Bleed effects do not stack with each other, simply taking the higher of the two results, and the higher of the two duration's.
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, this does not apply if both creatures are blinded; instead both creatures simply suffer from Disadvantage.
Burdened
- A burdened creature's speed is halved, and they cannot take the dash or disengage action.
Burned
- A burned creature suffers from vulnerability to the type of damage from the effect that first gave it this condition.
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.
Confused
- A confused creature's behavior is erratic, they must roll on the following table to determine what they do each turn.
- This table can instead be used once a minute or hour for non-combat scenes, based upon DM discretion.
d10 |
Behavior |
1 |
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 |
The creature doesn't move or take actions this turn. |
7-8 |
The creature uses its action to make an attack against a randomly determined creature within its range for its currently held weapon or natural attack if no weapon is held. If there is no creature within its range, the creature does nothing this turn. |
9-10 |
The creature can act and move normally. |
Cover
Cover Type |
Effects |
Partial Cover |
- A creature has half cover if at least half of its body is blocked by an obstacle in relation to the attacker. The obstacle could be a low-wall, a large piece of furniture, a narrow tree trunk, or even a creature, whether that creature is friend or foe, for example.
- A creature with partial cover gains a +2 bonus to Armor class and Dexterity saving throws.
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Three-Quarters Cover |
- A creature has three-quarters cover if at least three-quarters of its body is blocked by an obstacle in relation to the attacker. The obstacle could be a portcullis, an arrow slit, or a thick tree, for example.
- A creature with three-quarters cover gains a +5 bonus to Armor class and Dexterity saving throws.
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Total Cover |
- A creature has total cover if it is completely concealed by an obstacle.
- A creature with total cover cannot be targeted directly by an attack or a spell, although some spells can reach such a target by including it in their area of effect.
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Dazzled
- A dazzled creature suffers disadvantage on Insight, Investigation, and Perception ability checks, as well as on saving throws made against the Charmed condition.
Deafened
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Decayed
Condition |
Effects |
Fetid |
A creature suffering from the fetid condition cannot restore hit points from healing spells, magical healing, or healing abilities. |
Putrid |
A creature suffering from the putrid condition does not heal from healing spells, magical healing, or healing abilities and instead suffers 50 percent of the healing they would have healed by as unmitigated damage. |
Rotting |
A creature suffering from the rotting condition does not heal from healing spells, magical healing, or healing abilities and instead suffers 100 percent of the healing they would have healed by as unmitigated damage. |
Doomed
- A doomed creature has disadvantage on death saving throws, and when they receive healing, magical or otherwise, they must roll the dice twice and take the lower result, or in the case of non-dice based healing, they are healed for half of what they would normally be healed for.
Drained
- A drained creature does not add their proficiency bonus to their attack rolls or ability checks.
Encumbered, Light
- A lightly encumbered creature is a creature carrying weight in excess of their Light Load.
- While encumbered a creature's movement speed for all types is reduced by 10 feet.
Encumbered, Heavy
- A heavily encumbered creature is a creature carrying weight in excess of their Medium Load.
- While heavily encumbered a creature suffers from the Burdened condition, and they suffer disadvantage on ability checks, attack rolls, and saving throws that rely on Strength, Dexterity, or Constitution.
Engulfed
A creature swallowed whole is Engulfed. While Engulfed a creature suffers from the following effects, certain creature's can have additional effects applied or worsened effects applied while engulfed:
- An engulfed creature suffers from the Blinded and Restrained conditions. An engulfed creature has total cover against attacks and other Effects originating outside of the creature that has engulfed them.
- An engulfed creature typically suffers some damage at the start of each of their turns, often this damage is Acid, but otherwise follows the same rules as listed under the Aflame condition.
- A creature engulfed by a creature's swallow whole ability, is no longer restrained after the swallowing creature's death, allowing the engulfed to escape from the corpse using 5 feet of movement, exiting the creature's corpse prone.
Entangled
- An entangled creature's speed is halved.
- The creature’s attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
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.
Table: Exhaustion Effects
Level |
Effect |
0: Fresh |
You have no penalties due to being Exhausted. Those who gain an extra level of Exhaustion, gain an extra level of Fresh. |
1: Fatigued |
You cannot take the Dash action, and you treat Bonus Action dashes as Action dashes. |
2: Worn Out |
You have Disadvantage on all Ability checks. This is in addition to previous levels of Exhaustion. |
3: Tired |
You can take either a bonus action or a reaction each round, but not both. This is in addition to previous levels of Exhaustion. |
4: Weary |
Your Speed is halved for all Movement types. This is in addition to previous levels of Exhaustion. |
5: Haggered |
You suffer Disadvantage on all Attack rolls and Saving throws that you make. This is in addition to previous levels of Exhaustion. |
6: Wrecked |
Your HP maximum is halved. This is in addition to previous levels of Exhaustion. |
7: Exhausted |
Your Speed for all Movement types is reduced to 0. This is in addition to previous levels of Exhaustion. |
8+: Dead |
You die. |
- 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.
Fast Healing
A creature that is Fast Healing heals the indicated HP at the start of each of their turns. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fear
While a creature is within Line of Sight(LoS) of the source of its fear and the listed Range of their level of Fear, it suffers all stated effects. While outside of LoS or the listed Range, they suffer none of the effects and can make saving throws at the end of each their turns to lower their level of fear or end the condition based on the effect that caused the Fear condition.
Fear |
Condition |
Range |
Effects |
1 |
Shakened |
30 ft. |
- A Shaken creature cannot gain Advantage on ability checks and attack rolls.
- A Shakened creature that fails its saving throw against a Fear-based effect that causes Shakened by 5 or more, becomes Frightened instead. If it fails by 10 or more, it becomes Panicked.
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2 |
Frightened |
60 ft. |
- A Frightened creature cannot provide or gain the benefits of Flanking.
- A Frightened creature has Disadvantage on checks made to maintain Concentration.
- A Frightened creature cannot gain Advantage on ability checks and attack rolls.
- A Frightened creature that fails its saving throw against a Fear-based effect that causes Frightened by 5 or more, becomes Panicked instead. If it fails by 10 or more, it becomes Cowering.
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3 |
Panicked |
120 ft. |
- A Panicked creature cannot provide or gain the benefits of Flanking
- A Panicked creature has Disadvantage on checks made to maintain Concentration.
- A Panicked creature has Disadvantage on ability checks and attack rolls.
- A Panicked creature cannot willingly approach the source of its fear.
- A Panicked creature that fails its saving throw against a Fear-based effect that causes Panicked by 5 or more, becomes Cowering instead.
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4 |
Cowering |
120 ft. |
- A Cowering creature is frozen in fear and is Incapacitated. They cannot move, but they can speak, oftentimes in barely coherent pleas for mercy.
- Attacks against a Cowering creature are made at Advantage.
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Flanked
- An enemy is flanked if at least two creatures are on opposite sides or corners of the flanked enemy's space.
- A creature flanking an enemy gains a +2 bonus on attack rolls against that enemy.
- A creature cannot provide flanking if it cannot see the enemy, if it is wielding a ranged weapon and does not have the martial arts feature or another ability or melee attack with that weapon or another weapon wielded that allows melee attacks, or if that creature is Incapacitated.
Fogged
- Fogged is measured in six levels. An effect can give a creature one or more levels of fogged, as specified in the effect’s description.
- If an already fogged creature suffers another effect that causes fogged, its current level of fogged increases by the amount specified in the effect’s description.
- A creature suffers the effect of its current level of fogged as well as all lower levels. For example, a creature suffering level 2 fogged has disadvantage on Constitution saving throws to maintain concentration, Intelligence, Wisdom, and Charisma checks.
- At the end of a long rest, if a creature isn’t required to make a saving throw to resist fogged, it reduces its fogged level by 2.
Level |
Effect |
1 |
As you focus your attention the whispering becomes more intense. You have disadvantage on Constitution saving throws to maintain concentration. |
2 |
The whispers are endlessly distracting, disrupting your senses, your thoughts, and your speech. You have disadvantage on Intelligence, Wisdom, and Charisma checks. |
3 |
The voices sometimes seem to make sense, but when they do, nothing else does. Anytime you need to make an Intelligence, Wisdom, or Charisma check, make a DC 10 Intelligence saving throw. On a failed save, you are affected by the confusion spell for 1 minute or until the spell ends. You may make a saving throw at the end of each of your turns to end the effect early. |
4 |
Confusion reigns and you can’t keep track of your companions— are you surrounded by foes? When you roll initiative, make a DC 10 Intelligence saving throw. On a failed save, you enter a berserk rage for 1 minute, unable to tell friend from foe. You must use your actions to attack the nearest target. You may make a saving throw at the end of each of your turns to end this effect. |
5 |
Whispers have given way to constant yelling. Which thoughts are your own? What is real? You retain new memories for only a minute or two, acting on instinct. Any spells, other than cantrips, you knew or had prepared are forgotten. |
6 |
Silence. You don’t know how you got here. You’re in danger. You suffer complete memory loss. You no longer know yourself, or recognize friends and family. You have only the vaguest recollection of your former life. This effect is permanent and your memory can only be restored by a heal or wish spell. |
Held
Condition |
Effects |
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, such as when a creature is hurled away by the thunderwave spell; when rolling a contested skill check to free a grappled creature, your contested skill check is made against the grappler, not the grappled.
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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.
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Pinned |
- A pinned creature cannot manipulate objects larger than a dagger, or weapons that do not have the light property; in addition, a pinned creature also suffers from the restrained condition, finally, a pinned creature cannot use somatic components, nor can they use manipulate objects larger than fine size.
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Incapacitated
- An incapacitated creature can’t take actions or reactions.
Incorporeal
- An incorporeal creature is resistant to all damage types, except for Force, so long as they originate from a creature that is not also incorporeal.
- Attack rolls against them are made at disadvantage-, and ability checks made to interact with them are made at disadvantage-so long as they originate from a creature that is not also incorporeal.
Infectious
- A creature that is infectious causes all creatures that get in contact with them--the distance of which is either within 5 feet, or as noted by the individual effect that caused this condition--to make the same saving throw the infectious creature made to gain this condition. On failure that creature suffers the same effect as well as this condition.
Intoxication
Alcohol comes in a variety of intoxication levels which are used to determine how swiftly a creature becomes intoxicated from their consumption. Alcohol has six levels of intoxication; Watered, Weak, Moderate, Strong, Very Strong, and Deadly (P306 Table 2-19: Alcoholic Beverages in the Equipment Guide).
A creature has an Intoxication Threshold that is used to measure how well they can hold their liquor. This threshold is equal to that creature’s Constitution score. Reaching this threshold imposes the Drunk condition unto the intoxicated creature. Doubling this threshold reaches the Blackout threshold and imposes that and the Drunk condition unto the intoxicated creature, while Tripling this threshold is potential death from intoxication.
- A creature that reaches the Drunk threshold must make a Constitution saving throw with a DC equal to 8 + half of their Intoxication level – their Proficiency bonus, or suffer from the Hungover condition when the alcohol wears off.
- A creature that reaches the Blackout Threshold or higher does not remember much of anything from their night (or day) of revelry, and they must make a Constitution saving throw DC 12 + 4 per hour, made every hour, or fall unconscious.
- A creature that triples their Intoxication threshold falls unconscious and must make a Death saving throw each hour for the next four hours to determine if they survive the night. They cannot be stabilized unless their current level of Intoxication is lowered.
Intoxicated Conditions
Condition |
Effects |
Drunk |
A drunk creature only applies half of their Proficiency bonus to attack rolls and Dexterity saving throws, but gain Advantage on saving throws against fear effects. |
Blackout |
A blackout drunk creature only applies half of their Proficiency bonus to attack rolls, Dexterity- or Intelligence-saving throws, Dexterity- or Intelligence-based Ability checks, and whenever they would take the Dash action, they must make a DC 15 Acrobatics check or fall Prone halfway along their movement. However, they gain Advantage on saves made against Fear effects. |
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 against those that cannot see it, and the creature’s attack rolls have advantage against those that cannot see it.
- An invisible creature has advantage on Dexterity (Stealth) ability checks that it makes.
Muted
- A muted creature cannot speak, cast Verbal spells, or use spell scrolls.
Nauseated
- A nauseated creature must make a DC 10 Constitution saving throw at the start of each of their turns or spend their action vomiting. The creature automatically fails Concentration saving throws.
- A nauseated creature receives a new saving throw against the effect that caused this condition at the end of each of their turns, unless otherwise noted.
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 non-magical 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.
Sickened
- A sickened creature must roll twice on damage rolls they make, and take the lower result.
- A sickened creature suffers disadvantage on Strength-, Dexterity-, and Constitution-saving throws and ability checks.
Stuffed
- A creature is stuffed if it consumes more than one magically enhanced piece of food within 1 four-hour period, or if it eats beyond being satiated any mundane food item.
- A stuffed creatures movement speed is reduced by 10 feet to a minimum speed of 5 feet.
- A stuffed creature has disadvantage on Strength-, Dexterity-, or Constitution-ability checks.
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, unless the save is the cause of this condition being applied.
- Attack rolls against the creature have advantage.
Surprised
- A surprised creature cannot move or take any action, including reactions. Typically surprised ends after the first round of this condition being applied.
Surrounded
- An enemy is surrounded if at least half of its available adjacent squares are occupied by hostile creatures. For example; if you are up against a wall, with 5 squares open around you, if three of those squares later become occupied by 3 hostile creatures, you would suffer from the Surrounded condition. Another example would be if you are out in the open, and you have at least four squares occupied by hostile creatures, you would then be considered Surrounded, and thus suffer from this condition.
- A surrounded creature suffers a -2 penalty to armor class.
- A creature is not considered surrounding an enemy if it cannot see the enemy, if it is wielding a ranged weapon and does not have the martial arts feature or natural attack, or if it is incapacitated.
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.
Wounded
- A wounded creature suffers a -5 penalty on all Strength-, Dexterity-, and Constitution-ability checks and saving throws.
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