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D&D 5e Conditions Reference

Complete reference for all 15conditions and status effects in D&D 5e SRD. Each condition describes specific rules that modify a creature's capabilities during gameplay.

All D&D 5e 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 (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

- 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 (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

- 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.

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 (see the condition), can't move, and can speak only falteringly.

- The creature automatically fails Strength and Dexterity saving throws.

- Attack rolls against the creature have advantage.

Unconscious

- An unconscious creature is incapacitated (see the condition), 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 5 feet of the creature.

Exhaustion

- Exhaustion is measured in six levels.

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 (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

  • - 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 (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

  • - 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.

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 (see the condition), can't move, and can speak only falteringly.
  • - The creature automatically fails Strength and Dexterity saving throws.
  • - Attack rolls against the creature have advantage.

Unconscious

  • - An unconscious creature is incapacitated (see the condition), 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 5 feet of the creature.

Exhaustion

  • - Exhaustion is measured in six levels.