Conditions

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Conditions

Conditions alter a creature's capabilities in a variety of ways and usually appear as a result of a spell or other effect. Most conditions, such as blinded and deafened, are impairments, but a few, such as ethereal and invisible, can be advantageous.

A condition is normally temporary, although potent magic or a grievous injury might cause a condition to last for a long time. The effect that imposes a condition specifies how long the condition lasts. Additionally, a condition's effects cannot be compounded by imposing the same condition on a creature more than once. A condition is either present or not.

The following definitions specify what happens to a creature while it is subjected to a condition. Each definition is a starting point. It's up to the DM to determine additional effects that might be appropriate for the condition in certain circumstances. For example, an intoxicated character normally makes checks with disadvantage, but the DM might decide that Charisma checks to influence ale-loving dwarves don't suffer this drawback


Blinded

  • The creature cannot see.
  • The creature moves at half speed.
  • Attacks against the creature have advantage, and the creature's attacks have disadvantage.

Creatures that rely on senses other than sight to perceive their surroundings are usually immune to this condition.

Charmed

  • The creature cannot attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any check to interact socially with the creature.

Deafened

  • The creature can't hear anything. As a result, anyone attempting to sneak up on the creature succeeds automatically, unless it has a chance to see them or sense them through some other ability.

Ethereal

  • The creature exists within the Ethereal Plane. It has a spectral appearance.
  • The creature takes only half damage from non-ethereal sources and deals only half damage to non-ethereal targets. Neither effect applies to force damage.
  • The creature can pass through non-ethereal creatures. It can also pass through solid objects, but it is blinded while doing so and cannot target anything but the object while inside it.

Exhaustion

  • The creature can gain multiple levels of exhaustion which has increasingly heavier pentalties, eventually resulting in death
  • Can be cure a few days, greater restoration for example, is one way

Frightened

  • The creature has disadvantage on checks and attacks while the source of its fear is within line of sight.

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.

Incapacitated

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

Invisible

  • The creature is impossible to see. For the purpose of hiding, it is heavily obscured. The creature can still be detected by the noise it makes or the tracks it leaves.
  • Attacks against the creature have disadvantage.

Intoxicated

  • The creature has disadvantage on attacks and checks.
  • To cast a spell, the creature must first succeed on a DC 10 Constitution check. Otherwise, the spellcasting action is wasted, but the spell is not.
  • Damage against the creature is reduced by 1d6.

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

  • The creature's only movement option is to crawl, unless it stands up.
  • The creature takes a -2 penalty to attack rolls.
  • Any melee attack against the creature has advantage, whereas any ranged attack has disadvantage, unless the attacker is within 10feet of the creature.

Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.

Restrained

  • The creature's speed becomes 0, and it cannot benefit from bonuses to its speed.
  • Attacks against the creature have advantage, and the creature's attacks have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

A restrained creature is usually entangled, ensnared, or otherwise caught in a particular area.

Stunned

  • The creature is only semiconscious and cannot move or take actions.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attacks against the creature have advantage.

Unconscious

  • The creature drops whatever it's holding and falls prone.
  • The creature cannot move, take actions, or perceive its surroundings.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attacks against the creature have advantage.

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