Conditions

Conditions describe extra effects afflicting a target.

Save Ends

Some conditions include "save ends" as part of their duration. A target subjected to such an effect can repeat the saving throw against it at the end of each of its turns. On a success, the effect ends for that creature.

List of Conditions

Blinded

While blinded, you can't see anything. If you cannot see a target that you are attacking, you have disadvantage on the attack.

Charmed

While you are charmed, you experience the following effects:
Passive. You can't attack the charmer or target the charmer with harmful abilities or magical effects.
Ability Checks Affected. The charmer has advantage on any ability check to interact socially with you.

Dazed

While you are dazed, you experience the following effect:
AP. On your turn, you have -1 action point.
Concentration Affected. You have disadvantage on Constitution saving throws made to maintain concentration.
Limited Movement. The move action costs 2 AP.

Frightened

While you are frightened, you experience the following effects:
Checks and Attacks Affected. You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
Movement Affected. You cannot willingly move closer to the source of your fear.

Grappled

While you are grappled, you experience the following effects:
Immobile. You are immobile.
Taunted. You are taunted by the grappler.
Movable. The grappler can carry you, but the grappler suffers the slowed condition.
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 grappler's reach without uing your speed.

Hidden

While you are hidden from a creature, you gain the following benefits:
  • You have a Hide DC, which is typically determined by the Hide action. If you move without sneaking, you must reroll the Hide DC by making another Dexterity (Stealth) check.
  • The creature can't see you.
  • The creature can't track your movement.
You cease to be hidden from the creature immediately after any of the following occurrences:
  • You make a sound louder than a whisper.
  • Another creature reveals your location.
  • You make an attack roll or cast a spell with a verbal component
  • You aren't heavily obscured or behind any cover.
The creature succeeds on a Wisdom (Perception) check against your Hide DC. The Search action lets a creature attempt this check. Your Hide DC becomes less than the creature's passive Perception. This condition is typically obtained via the hide action.

Immobile

While you are immobile, your speed is 0 and can't change.

Incapacitated

While you are incapacitated, you experience the following effects:
Inactive. You cannot take actions, minor actions, or reactions.
Concentration. Your Concentration is broken and you cannot concentrate on any other effects.
Speechless. You can't speak.
Surprised. If you are Incapacitated when you roll initiative, you have disadvantage on the rolled.

Paralyzed

While you are paralyzed, you experience the following effects:
Stunned. You are stunned.
Attacks Affected. Any melee attack that hits you is a critical hit.

Poisoned

While poisoned, you have disadvantage on attack rolls and ability checks.

Prone

While you are prone, you experience the following effects:
Immobile. You cannot move.
Attacks Affected. Creatures have advantage on melee attacks against you, and disadvantage on ranged attacks against you.
Stand Up. You may expend half of your movement to stand up, ending the prone condition on yourself.

Restrained

While you are restrained, you experience the following effects:
Immobile. You are immobile.
Attacks Affected. Attacks made against you have advantage, and your attacks have disadvantage.
Saving Throws Affected. You have disadvantage on Dexterity saving throws.

Silenced

While silenced, you cannot speak, or cast any spell with a verbal component.

Slowed

While you are slowed, you experience the following effects:
Limited Movement. You must expend 1 extra foot of movement for every foot you move using your speed.
Attacks Affected. Attack rolls against you have advantage.
Dexterity Saving Throws Affected. You have disadvantage on Dexterity saving throws.

Stunned

While you are stunned, you experience the following effects:
Incapacitated. You are incapacitated.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have advantage.

Taunted

While you are taunted, you have disadvantage on attack rolls against any target by whom you are not taunted.

Unconscious

While you are unconscious, you experience the following effects:
Inert. You are incapacitated and prone, and you drop whatever you are holding. When this condition ends, you remain prone.
Additionally, you automatically fail Strength and Dexterity saving throws.
Immobile. You are immobile.
Attacks Affected. Attacks made against you have advantage, and any melee attack that hits you is a critical hit.