Conditions
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effects.
Each condition lasts until it is countered or for a duration specified by the effect that imposed the condition.
Common 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.
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.
Deafened
A deafened creature can't hear and automatically fails any ability check that requires hearing.
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.
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 or if an effect removes the grappled creature from the reach of the grappler.
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. 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.
Paralyzed
A paralyzed creature is incapacitated 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 5ft 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
10x, and it ceases aging. - The creature is incapacitated, 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
resistanceto all damage. - The creature is
immuneto 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 5ft of the creature. Otherwise, the attack roll has disadvantage.
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.
Stunned
A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Silenced
A silenced creature can't cast spells, activate magic items, or use any other ability that requires a verbal component.
The creature can still take other actions, including making attacks and using items that don't require a verbal component.
Turned
A turned creature must spend its turns trying to move as far away from the character that turned them, and it can't willingly move to a space within 30ft of the source. It also can't take reactions.
For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.
If there's nowhere to move, the creature can use the Dodge action.
Unconscious
An unconscious creature is incapacitated, 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 5ft of the creature.
Special Conditions
Cursed
A cursed creature is affected by a specific curse, which can have a variety of effects. The details of the curse are determined by the source of the curse and can vary widely.
- name Conditions
- type combat