

The forgotten Realm
One D&D 2024 · 16 entries
| Condition | Description | Effects |
|---|---|---|
| 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. | Can't see; automatically fails ability checks requiring sight; Attack rolls against the creature have Advantage; The creature's attack rolls have Disadvantage |
| 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. | Can't attack the charmer or target them with harmful effects; Charmer has Advantage on social ability checks against the creature |
| Concentration | Some spells require you to maintain Concentration to keep their magic active. If you lose Concentration, such a spell ends. | Broken by damage: Con save DC 10 or half damage taken (whichever is higher); Broken if you have the Incapacitated condition or die; Starting Concentration on a second spell ends the first; One Concentration spell active at a time |
| Deafened | A Deafened creature can't hear and automatically fails any ability check that requires hearing. | Can't hear; Automatically fails ability checks requiring hearing |
| Exhaustion | Exhaustion is cumulative. Each time you receive it, you gain 1 level of exhaustion (max 10). You die if your exhaustion level exceeds 10. | Each level: -2 to all d20 Tests (attack rolls, ability checks, saving throws); Each level: -2 to Spell Save DC and spell attack bonus; Speed reduced by 5 ft. per level; Finishing a Long Rest reduces exhaustion level by 1; Dead if exhaustion level exceeds 10 |
| 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. | Disadvantage on ability checks and attack rolls while source of fear is in line of sight; Can't willingly move closer to the source of fear |
| Grappled | 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 if an effect removes the Grappled creature from the Grappler's reach. | Speed becomes 0; can't benefit from Speed bonuses; Ends if Grappler is Incapacitated or creature leaves Grappler's reach |
| Incapacitated | While Incapacitated, you can't take Actions or Reactions, your Concentration is broken, you can't speak, and if you roll Initiative you have Disadvantage on the roll. | Can't take Actions or Reactions; Concentration is broken; Can't speak; Disadvantage on Initiative rolls while Incapacitated |
| Invisible | An Invisible creature can't be seen without special senses. For the purpose of hiding, the creature is heavily obscured. | Advantage on attack rolls; Attack rolls against the creature have Disadvantage; Advantage on Initiative rolls while Invisible; Not affected by effects requiring the target to be seen (unless noted) |
| Paralyzed | A Paralyzed creature is Incapacitated and can't move or speak. Attack rolls against the creature have Advantage. Any attack that hits the creature is a Critical Hit if the attacker is within 5 feet. The creature automatically fails Strength and Dexterity saving throws. | Incapacitated (can't act or react); Can't move or speak; Attack rolls against have Advantage; Hits from within 5 ft. are Critical Hits; Auto-fails Strength and Dexterity saves |
| Petrified | A Petrified creature is transformed into a solid inanimate substance. It is Incapacitated, ceases aging, and is unaware of its surroundings. It has Resistance to all damage and is Immune to Poison and Disease (suspended, not neutralized). | Incapacitated; can't move, speak, or perceive surroundings; Weight ×10; ceases aging; Attack rolls against have Advantage; Auto-fails Strength and Dexterity saves; Resistance to all damage; Immune to Poison and Disease (existing conditions suspended) |
| Poisoned | A Poisoned creature has Disadvantage on attack rolls and ability checks. | Disadvantage on attack rolls; Disadvantage on ability checks |
| Prone | A Prone creature's only movement option is to crawl, unless it stands up (ending the condition). Standing up costs half your Speed. | Only movement option is crawling (costs 1 ft. per ft.) unless you stand; Standing up costs half your Speed; Disadvantage on attack rolls; Melee attack rolls against have Advantage; ranged attack rolls have Disadvantage |
| Restrained | A Restrained creature's Speed becomes 0 and it can't benefit from Speed bonuses. Attack rolls against it have Advantage, its attack rolls have Disadvantage, and it has Disadvantage on Dexterity saving throws. | Speed becomes 0; can't benefit from Speed bonuses; Attack rolls against have Advantage; Creature's attack rolls have Disadvantage; Disadvantage on Dexterity saving throws |
| Stunned | A Stunned creature is Incapacitated, can't move, and can speak only falteringly. Attack rolls against it have Advantage. The creature automatically fails Strength and Dexterity saving throws. | Incapacitated (can't act or react); Can't move; can speak only falteringly; Attack rolls against have Advantage; Auto-fails Strength and Dexterity saves |
| Unconscious | An Unconscious creature is Incapacitated, can't move or speak, and is unaware of its surroundings. It drops what it's holding, falls Prone, and automatically fails Strength and Dexterity saves. Attacks against it have Advantage, and hits within 5 ft. are Critical Hits. | Incapacitated; can't move, speak, or perceive surroundings; Drops held objects; falls Prone; Attack rolls against have Advantage; Hits from within 5 ft. are Critical Hits; Auto-fails Strength and Dexterity saves |