Conditions

Conditions are codified effects that in some way affect a creature, normally in some debilitating way. All the conditions that are used are listed below.


Bleeding

When you are Bleeding, you experience the following effects:

  • Ongoing Damage. At the start of your turn, you take 1d4 necrotic damage. These wounds stack, dealing additional necrotic damage for every bleeding injury inflicted.
  • Ending the Condition. While Bleeding, you can make a DC 15 Constitution saving throw at the end of each of your turns, ending the condition on yourself on a success. The condition also ends if you, or a creature within 5 feet of you, use an Action to make a DC 10 Medicine check, or if you regain hit points from any healing.

Blinded

When you are Blinded, you experience the following effects:

  • Sightless. You can't see and automatically fail any ability check that requires sight.
  • Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

Burning

When you are Burning, you experience the following effects:

  • Illuminated. You shed bright light in a 30-foot radius, and dim light for an additional 30 feet.
  • Ongoing Damage. At the start of your turn, you take 1d6 fire damage. If you suffer from this condition again while it is ongoing, the die size increases one step (such as from 1d6 to 1d8) to a maximum of 1d12.
  • Ending the Condition. While Burning, you can make a DC 15 Dexterity saving throw at the end of each of your turns, ending the condition on yourself on a success. You have Advantage on this saving throw if you are Prone. The condition also ends if you are doused in water, or if a creature within 5 feet of you uses its Action to douse the flames.
  • Acid Burns. Acid burns operate the same, except the damage is acid instead of fire, the saving throw is Constitution instead of Dexterity, and you do not shed light.

Charmed

When you are Charmed, you experience the following effects:

  • Subdued. You can't attack the charmer or target the charmer with harmful abilities or magical affects.
  • Friendly. The charmer has Advantage on any ability check to interact socially with you.

Chilled

When you are Chilled, you experience the following effects:

  • Speed Reduction. Your speed is reduced by 10 feet. Multiple stacks of the Chilled condition stack additively.
  • Freezing. If you suffer multiple stacks of the Chilled condition you begin Freezing, based on your creature size.
  • Condition Resistance. If you are immune to cold damage you are immune to the Chilled condition. If you are resistant to cold damage, you have Advantage on saving throws to resist the Chilled condition.
  • Ending the Condition. Each time you take fire damage, you lose one stack of the Chilled condition.
Size CategoryStacks Until Freezing
Tiny2
Small3
Medium3
Large4
Huge5
Gargantuan5+

Dazed

When you are Dazed, you experience the following effects:

  • Limited Activity. You can Move or take one Action on your turn, not both. You also can't take a Bonus Action or a Reaction.

Deafened

When you are Deafened, you experience the following effects:

  • Deaf. You can't hear and automatically fail any ability check that requires hearing.

Drenched

When you are Drenched, you experience the following effects:

  • Fireproof. You have resistance to fire damage.
  • Cold Damage Affected. The first time you take cold damage or gain a stack of the Chilled condition on a turn, you gain a stack of the Chilled condition for 1 minute.
  • Lightning Damage Affected. Attack rolls that deal lightning damage have have Advantage against you, and you have Disadvantage on saving throws against spells and effects that deal lightning damage.
  • Ending the Condition. The condition ends after you take fire damage, or if you dry off, either through the use of spells like Prestidigitation or as a part of a short or long rest.

Freezing and Frozen

When you are Freezing, you experience the following effects:

  • Restrained. You have the Restrained condition.
  • Ending the Condition. While Freezing, you can make a DC 15 Constitution saving throw (or the spell save DC of the effect that caused this condition) at the end of your turn, ending the condition on yourself on a success. If you fail this save, you instead become Frozen.
  • Condition Resistance. If you are immune to cold damage you are immune to the Freezing condition. If you are resistant to cold damage, you have Advantage on saving throws to resist the Freezing condition.

When you are Frozen, you experience the following effects:

  • Petrified. You have the Petrified condition.
  • Damage Resistance. You have resistance to all damage except fire damage, which you are instead vulnerable to.
  • Ending the Condition. While Frozen, you can make a DC 15 Strength ability check (or the spell save DC of the effect that caused this condition) at the end of each of your turns, ending the condition on yourself on a success. You may only make this check if you are overly jostled (such as being hit with an attack), exposed to temperatures above freezing, are resistant to cold damage, or if you have Legendary Actions. The condition also automatically ends if you take any fire damage or are exposed to heat.
  • Condition Resistance. If you are immune to cold damage you are immune to the Frozen condition. If you are resistant to cold damage, you have Advantage on saving throws to resist the Frozen condition.

Flying

While you are Flying, you experience the following effects:

  • Three-Dimensional Movement. You can freely move through the air. You can stay aloft until you land, fall, or die.
  • Falling. While flying, you fall if you are Incapacitated, Prone, or Restrained. If you have the Hover trait, you can stay aloft even while suffering from these conditions.

Frightened

While you are Frightened, you experience the following effects:

  • Attacks and Ability Checks Affected. You have Disadvantage on Ability Checks and Attack Rolls while the source of your fear is within line of sight.
  • Limited Movement. You must spend 1 extra foot of movement for every foot you willingly move toward the source of your fear using your Speed.

Grappled

While you are Grappled, you experience the following effects:

  • Speed 0. Your speed is 0 and can't change.
  • Attacks Affected. You have Disadvantage on Attack Rolls against any target other than the grappler.
  • Movable. The grappler can drag or carry you, but the grappler suffers the Slowed condition while moving, unless you are Tiny or two or more sizes smaller than the grappler.
  • Escape. While Grappled, you can make a Dexterity or Strength saving throw against the grapple's escape DC at the end of each of your turns, ending the condition on yourself on a success. The condition also ends if the grappler is Incapacitated or if something moves you outside the grapple's range without using your speed.

Hidden

While you are Hidden, you experience the following effects:

  • Concealed. You aren't affected by any effect that requires its target to be seen.
  • Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage. Unless a creature knows what space you are in, Attack Rolls may be subject to further penalties, such as cover or automatic misses.
  • Ending the Condition. The condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you Cast a Spell with a verbal component, or you aren't heavily obscured or behind any cover.

Incapacitated

While you are Incapacitated, you experience the following effects:

  • Inactive. You can't take Actions or Reactions.
  • No Concentration. Your concentration is broken, and any stances you are holding end.
  • Speechless. You can speak only falteringly.
  • Staggered. You have Disadvantage on Initiative Rolls.

Invisible

While you are Invisible, you experience the following effects:

  • Unseeable. You can't be seen, so you aren't affected by any effect that requires its target to be seen. Any equipment you are wearing or carrying also can't be seen. Your location can still be detected by any noise it makes or any tracks it leaves.
  • Disappear. When you become Invisible, you may Hide as a part of the same action. You have Advantage on Dexterity (Stealth) checks against creatures that don't have special senses, like blindsight or keen smell.
  • Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage, unless the creature can sense you with features like blindsight or truesight.

Paralyzed

While you are Paralyzed, you experience the following effects:

  • Incapacitated. You have the Incapacitated condition.
  • Speed 0. Your speed is 0 and can't change.
  • Saves Affected. You automatically fail Strength and Dexterity saving throws.
  • Attacks Affected. Attack Rolls against you have Advantage.
  • Auto-Critical. Any attack that hits you is a Critical Hit if the attacker is within 5 feet of you.

Petrified

While you are Petrified, you experience the following effects:

  • Inanimate. You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. While in this state, you are unaware of your surroundings.
  • Incapacitated. You have the Incapacitated condition.
  • Speed 0. Your speed is 0 and can't change.
  • Silenced. You have the Silenced condition.
  • Saves Affected. You automatically fail Strength and Dexterity saving throws.
  • Damage Resistance. You have resistance to all damage.
  • Condition Immunity. You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

Poisoned

While you are Poisoned, you experience the following effects:

  • Attacks and Ability Checks Affected. You have Disadvantage on Attack Rolls and Ability Checks.

Prone

While you are Prone, you experience the following effects:

  • Movement Affected. Your only movement option is to crawl, unless you stand up and thereby end the condition.
  • Attacks Affected. You have Disadvantage on Attack Rolls. Other creatures have Advantage on Attack Rolls against you if they are within 5 feet of you. Otherwise, their Attack Rolls have Disadvantage.

Restrained

While you are Restrained, you experience the following effects:

  • Speed 0. Your speed is 0 and can't change.
  • Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
  • Saves Affected. You have Disadvantage on Dexterity saving throws.
  • Spellcasting Affected. If you attempt to cast a spell that has Somatic components, you must succeed on a Strength or Dexterity (Sleight of Hand) check with a DC equal to the escape DC of the effect. If you fail, the spell fails, and the spell slot is lost. The DM may rule that certain situations (such as hands being completely bound) makes casting spells with Somatic components impossible, while other situations (like only one's legs being restrained) may not affect spellcasting.

Silenced

While you are Silenced, you experience the following effects:

  • Speechless. You cannot speak.
  • Spellcasting Affected. Spells that require a Verbal component automatically fail.

Slowed

While you are Slowed, you experience the following effects:

  • Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.
  • Attacks Affected. Attack Rolls against you have Advantage.
  • Saves Affected. You have Disadvantage on Dexterity saving throws.
  • Limited Actions. You can't take Reactions.

Stunned

While you are Stunned, you experience the following effects:

  • Incapacitated. You have the Incapacitated condition.
  • Speed 0. Your speed is 0 and can't change.
  • Saves Affected. You automatically fail Strength and Dexterity saving throws.
  • Attacks Affected. Attack Rolls against you have Advantage.

Submerged

While you are Submerged, you experience the following effects:

  • Melee Attacks Affected. You have Disadvantage on melee weapon attacks unless you have a swimming speed or use a dagger, javelin, shortsword, spear, or trident.
  • Ranged Attacks Affected. You have Disadvantage on ranged weapon attacks unless the weapon is a crossbow, net, dart, spear, trident, or javelin. Ranged weapon attacks automatically miss a target beyond the weapon's normal range.
  • Drenched. Creatures and objects that are fully immersed are Drenched, and cannot dry off until they leave the water.

Threatened

While you are Threatened, you experience the following effects:

  • Attacks Affected. You have Disadvantage on attacks against targets other than the those who Threatened them.

Unconscious

While you are Unconscious, you experience the following effects:

  • Incapacitated. You have the Incapacitated condition and are unaware of your surroundings.
  • Speed 0. Your speed is 0 and can't change.
  • Silenced. You have the Silenced condition.
  • Prone. Your drop whatever you are holding and fall Prone.
  • Saves Affected. You automatically fail Strength and Dexterity saving throws.
  • Attacks Affected. Attack Rolls against you have Advantage.
  • Auto-Critical. Any attack that hits you is a Critical Hit if the attacker is within 5 feet of you.