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D&D 5e · 15 entries
| Condition |
|---|
| Blinded |
A blinded creature can't see and automatically fails any ability check that requires sight. EffectsAttack 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. EffectsThe 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. |
| Exhaustion |
Some special abilities and environmental hazards cause exhaustion, measured in six levels. EffectsLevel 1: Disadvantage on ability checks.; Level 2: Speed halved.; Level 3: Disadvantage on attack rolls and saving throws.; Level 4: Hit point maximum halved.; Level 5: Speed reduced to 0.; Level 6: Death. |
| Frightened |
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. EffectsThe creature can't willingly move closer to the source of its fear. |
| Grappled |
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. EffectsThe condition ends if the grappler is incapacitated.; 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 actions or reactions. |
| Invisible |
An invisible creature is impossible to see without the aid of magic or a special sense. EffectsThe creature's location can be detected by noise or tracks it leaves.; Attack rolls against the creature have disadvantage.; The creature's attack rolls have advantage. |
| Paralyzed |
A paralyzed creature is incapacitated and can't move or speak. EffectsThe creature automatically fails Strength and Dexterity saving throws.; Attack rolls against the creature have advantage.; Any attack that hits is a critical hit if the attacker is within 5 feet. |
| Petrified |
A petrified creature is transformed into solid inanimate substance (usually stone) along with its nonmagical possessions. EffectsWeight increases by a factor of ten and ceases aging.; Incapacitated, can't move or speak, unaware of surroundings.; Attack rolls against the creature have advantage.; Automatically fails Strength and Dexterity saving throws.; Resistance to all damage.; Immune to poison and disease (existing ones suspended, not cured). |
| 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. EffectsDisadvantage on attack rolls.; Attack rolls against the creature have advantage if within 5 ft., disadvantage if farther away.; Standing up costs half movement speed. |
| Restrained |
A restrained creature's speed becomes 0 and it can't benefit from any bonus to its speed. EffectsAttack rolls against the creature have advantage.; The 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. EffectsAutomatically fails Strength and Dexterity saving throws.; Attack rolls against the creature have advantage. |
| Unconscious |
An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings. EffectsDrops whatever it's holding and falls prone.; Automatically fails Strength and Dexterity saving throws.; Attack rolls against the creature have advantage.; Any attack that hits is a critical hit if the attacker is within 5 feet. |