Conditions

 

Conditions

 

 

 

 

 

 

 

 

 


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.

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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.

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Deafened

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

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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.

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 0
6 Death
  • 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.
  • 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.

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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.

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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 (can’t take actions or reactions).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.

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Incapacitated

  • An incapacitated creature can’t take actions or reactions.

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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.

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Paralyzed

  • A paralyzed creature is incapacitated (can’t take actions or reactions) 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.

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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 (can’t take actions or reactions), 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.

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Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

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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.

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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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Stunned

  • A stunned creature is incapacitated (can’t take actions or reactions), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

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Unconscious

  • An unconscious creature is incapacitated (can’t take actions or reactions), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone (attack rolls against the creature have advantage if attacker within 5 feet, otherwise the attack roll has disadvantage).
  • 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.

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Conditions

Ravenloft: Curse of Strahd bigwhiskey74