- 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.
Conditions
Blinded
- 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.
Charmed
- You can either move or take one action on your turn, not both.
- A Dazed creature cannot take bonus actions or reactions.
Dazed
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Deafened
- You take a penalty on any ability check, attack roll, or saving throw equal to the number of levels of Exhaustion you have.
- If at any point you receive your 10th level of Exhaustion, you die.
- Your spell save DC is reduced by an amount equal to the number of levels of Exhaustion you have.
- Finishing a long rest removes 1 of your levels of Exhaustion. When your Exhaustion level reaches 0, you are no longer Exhausted.
Exhausted
- Whenever you reach 3 levels of Fatigue, you gain 1 level of Exhaustion (see Exhausted) instead and your levels of Fatigue reset to 0.
- At the end of a short rest, remove any Fatigue levels you have gained, losing the Fatigued condition in the process.
- A Fatigued creature cannot move at fast pace when traveling.
Fatigued
- 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.
Frightened
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The grappler has advantage on all attack rolls against the grappled creature.
- The 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.
Grappled
- An incapacitated creature can’t take actions or reactions.
Incapacitated
- An invisible creature is impossible to see without aid of magic or 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 behind.
- Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
Invisible
- 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 attack is a melee attack.
Paralyzed
- 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 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 except thunder damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Petrified
- A poisoned creature has disadvanteage on attack rolls and ability checks.
Poisoned
- A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
- While crawling every foot of movement costs an additional foot of movement.
- To stand up, a creature must use half of its regular movement speed.
- A prone creature has disadvantage on all 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.
- A prone creature has disadvantage on any Dexterity based saving throw.
Prone
- 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 based saving throws.
Restrained
- A squeezing creature is considered one size category smaller for the purposes of movement.
- Every foot of movement costs an extra foot.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Squeezing
- A stunned creature is Incapacitated, can’t move and can speak only falteringly.
- The creature automatically fails any Strength and Dexterity based saving throw.
- Attack rolls against the creature have advantage.
Stunned
- Attacks against a surprised creature have advantage.
- A surprised creature cannot take actions or reactions that it would not normally take.
- The surprised creature loses the surprised condition at the end of its next turn.
- A surprised creature that takes damage is no longer considered surprised, but cannot take a reaction until the start of his next turn.
Surprised
- A turned creature must spend its turn trying to move as far away from the source of the effect and can’t willingly move to a space within 30 feet of it.
- A turned creature can’t take reactions.
- For its action, a turned creature can only use 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.
Turned
- 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 any Strength and Dexterity based 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.
Unconscious