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Conditions

This page explains all conditions in the 5e ruleset. The rules here have minor deviations from the baseline 5e game, as well as expanded rules to help make the conditions easy to run at your tabletop.

A condition is an effect that changes what a character can do. Usually a condition hinders the affected character, such as when a character in stunned, but some can be beneficial, such as being invisible.

Conditions usually have a duration listed under the effect that caused the condition. 

A creature can be affected by the same condition at the same time more than once. The creature suffers the normal penalties from both instances, and is only freed from the condition when both instances are removed.

Note: in gameplay, an ability that causes a condition may have additional effects for the affected creature. Therefore, two effects that cause the same condition may not do the same thing.

An example of overlapping conditions: 

dryad  can use fey charm to cause a goblin to be affected by the charmed condition. While charmed by the dryad, the charmed creature takes the dryad's requests as favorably as possible. However, when a wizard then casts charm on the same goblin, the charmed humanoid can freely decide to disobey the wizard's order as much as they want. Similarly, if an ability says it causes a condition like charmed without any further detail, it only does what is listed here.

The goblin is simultaneously affected by both charm effects. The goblin is only completely clear of mind once both charm effects end.

Blinded

  • When blinded, a creature cannot see. Many checks may be impossible for the blinded creature (like using a perception check to spot someone in a crowd).

  • A blinded creature has disadvantage on attack rolls and dexterity saving throws.

  • Attacks made against a blinded creature have advantage.

  • A blinded creature's speed is halved.

  • A blinded creature cannot make attacks of opportunity because it cannot see the creature moving away.

  • A blinded creature does not have line of sight for spellcasting.

The blinded condition in 5e is not always intuitive. An archer can attack any creature they want while blinded, only suffering disadvantage.

Charmed

A creature that is charmed is charmed by a single creature. A charmed creature is in control of their actions.

  • The charmed creature cannot attack or otherwise cause any harm knowingly to the creature that charmed them, unless compelled to by other magic.

  • The charmer has advantage on all checks to socially interact with the charmed creature.

A charmed creature might be in awe of their charmer or consider them very likeable, even if that would not normally make sense.

Concentrating

Some spells or abilities have ongoing effects that only persist as long as the caster maintains focus on the effect. 

  • A concentrating creature maintains an ongoing effect. If concentration ends, so does the linked effect.

  • If a concentrating creature starts concentrating on a different effect, they stop concentrating on the first effect.

  • When a concentrating creature takes damage, they must succeed on a constitution saving throw, with a DC equal to 10 or half the damage they took rounded down (whichever is higher) or lose their concentration.

  • If a concentrating creature becomes incapacitated, they lose their concentration.

Confused

A confused creature can't accurately understand their surroundings, and act in random, potentially harmful ways.

  • On a confused creature's turns, they roll a d10 to determine what they do.


d10 Result

Action

1-3

The creature uses their movement and moves as far as they can in a random direction, going around obstacles. On a square grid, roll a d8, with 1 meaning that they move north and the rest of the numbers on the d8 assigned clockwise. On a hexagonal grid, roll a d6 and do the same. If the creature can't move in the chosen direction, they don't move. The creature can still use their action.

4-6

The creature uses their action to say something nonsensical or out of context.

7-8

The creature attacks the closest creature, moving first if neccesary, using whatever weapon they might be holding. Creatures use extra attack/multiattack, and creatures without a weapon make an unarmed strike.

9-10

The creature gains a moment of clarity, and can act normally.


Cover

A creature has cover when they are partially blocked by terrain or obstacles. Unless otherwise stated, creatures do not provide cover. A creature might have cover against one enemy and not another.

Half Cover

If at least half of the creature's body is covered, or if the creature is shooting from around a corner or behind a small obstacle, they have half cover.

  • A creature with half cover has +2 to their armor class and dexterity saving throws against creatures and effects they have cover from.

Three Quarters Cover

If at least three quarters, but not all, of the creature's body is covered, they have three quarters cover. This extends even if only a small part of the creature is visible, such as with an arrow slit in a castle wall.

  • A creature with three quarters cover has +5 to their armor class and dexterity saving throws against creatures and effects they have cover from.

Full Cover

If all of the creature's body is covered, they have full cover.

  • A creature with full cover cannot be targeted by attacks or spells from creatures they have cover from. 

Most of the time, it should be obvious that a creature with full cover cannot be targeted.

Cursed

A cursed creature has been afflicted by magic that cannot be easily dispelled. Each curse has a different effect. See the spellcasting page's section on curses for details.

Dazed

A dazed creature has limited functionality on their turn.

  • At the start of their turn, a dazed creature must choose whether to move or take an action or bonus action, but can only do one of the three.

  • A dazed creature cannot use reactions.

​Deafened

A deafened creature cannot hear and their inner ear is of limited functionality, affecting balance.

  • When deafened, a creature cannot hear. Some checks may be impossible for the deafened creature (like using a perception check to overhear a conversation through a door).

  • While deafened, you are immune to spells and effects that require you to hear words or other sounds.

  • A deafened creature has disadvantage on dexterity saves and skill checks.

Drained

A drained creature has had their vitality or even their core abilities decreased temporarily, such as by disease or a shadow's sapping touch. When a creature is drained, either their hit point maximum or one of their ability scores is temporarily lowered.

  • If a creature suffers hit point drain, their maximum hit point total is reduced. Their hit points cannot be higher than that temporary maximum, and if their maximum hit point total reaches 0, they die. A creature that has had their hit point maximum reduced is more likely to die to massive damage. As normal, if an attack reduces a creature to 0 hit points or hits a creature with 0 hit points and deals excess damage equal to or greater than their new hit point maximum, they die.

  • If a creature suffers ability score drain, one of their ability scores (such as strength) is reduced temporarily. Everything affected by that ability score is also reduced accordingly.

  • The drained condition is always removed at the end of a long rest, unless caused by an effect (such as a disease) that says otherwise.

​Exhaustion

A creature that is exhausted has been pushed beyond their body's normal limits. For an exhausted creature, both mind and body are starting to fail.

  • A creature can have up to 5 levels of exhaustion. Most effects that cause exhaustion give a creature one level of exhaustion.

  • For each level of exhaustion a creature has, they suffer a -2 penalty to attack rolls, skill checks, saving throws, and their spellcasting DC if they have one, as well as -5 to their movement speeds.

  • If a creature reaches 6 levels of exhaustion, they die.

  • When a creature finishes a long rest or otherwise sleeps at least 6 hours, they can remove one level of exhaustion.

Frightened

A creature that is frightened is frightened by the source of their fear, which is usually a creature, but could be an object or something else. 

  • The frightened creature has disadvantage on attack rolls and ability checks (including skill checks) while within line of sight of the source of their fear.

  • A frightened creature cannot approach the source of their fear except if they must briefly get closer as part of their movement to end their movement further away.

In the case where the source of the fear is invisible or hidden, the GM may rule whether the frightened creature suffers the penalties of this condition or not. An invisible hag might have frightened a character, but the character might not know the hag is in the room, and so might not have disadvantage on rolls. Or perhaps the character knows the hag is right behind a door, and is affected as if the hag was within line of sight. The GM decides whether the creature is affected in these cases.

Goaded

A creature that is goaded is goaded by a specific entity, which is usually a creature, but could be an object or something else.

  • The goaded creature has disadvantage on attack rolls against targets other than the entity that goaded them.

  • The goaded creature cannot willingly end their turn further from the entity that goaded them than where they started their turn.​

  • A creature can only be goaded by one creature at a time. If the goaded creature is then goaded by another creature, they are no longer goaded by the first creature.

Grappled

A grappled creature has been grabbed by another creature or hazard. Usually this requires that the grappler uses an empty hand or appendage to grab the grappled creature.

To grapple a creature, you must have a free hand or otherwise be able to hold the target. So long as you hold the grapple, your hand cannot be used for anything else. You can grapple any time you would make a melee attack on your turn. Instead of rolling your melee attack, you roll an athletics skill check. Your target can roll either an athletics or acrobatics skill check. If you roll equal or higher than your target, your target is grappled. Some creatures have other abilities that allow them to grapple without this contested skill check. A creature can willingly be grappled without rolling. Two creatures can also grapple each other.

This condition ends if the grappler becomes incapacitated, or if any effect forces either the grappler or grappled creature to move (such as a shove attack). 

The Grappler

  • Can end the grapple at any time, including during another creature's turn.

  • Can hang on to the grappled creature instead of falling. If the grappled creature is smaller, they both fall instead.

  • Has their speed halved.

The Grappled Creature

  • If grappled by a creature (rather than a spell or other ability), they can replace one of their weapon attacks on their turn with an escape attempt. They roll either acrobatic or athletics, and their grappler rolls athletics. If the grappled creature rolls equal to or higher than the grappler, they break free. If the grappled creature escaped with athletics, they can choose to make this a shove attack and push the grappler either 5 ft. or knock them prone. Size advantage or disadvantage (listed below) applies.

If both are the same size

  • The grappled creature's speed is 0. The grappler cannot move away from the grappled creature without ending the grapple.

If the Grappler is two or more size categories larger

  • The grappler has advantage on the grapple check, and moves at full speed instead of half.

  • The grappled creature's speed is 0, and they are restrained (which prevents them from grappling the larger grappler).

If the Grappler is one size category larger

  • The grappler has advantage on the grapple check.

  • The grappled creature's speed is 0.

  • The larger creature can drag the smaller creature. Whenever the larger creature moves, the smaller creature moves in the same direction.

If the Grappler is one size category smaller

  • The grappler has disadvantage on the grapple check.

  • The grappled creature has their speed halved. When the grappled, larger creature moves, the grappler moves too.

  • The grappler counts as occupying the nearest unoccupied part of the grappled creature's space. If the grappler ends the grapple willingly, they choose a space within 5 ft. (or the nearest unoccupied space) to move to.

If the Grappler is at least two size categories smaller

  • The grappler has disadvantage on the grapple check.

  • When the grappled, larger creature moves, the grappler moves too.

  • The grappler counts as occupying the nearest unoccupied part of the grappled creature's space. If the grappler ends the grapple willingly, they choose a space within 5 ft. (or the nearest unoccupied space) to move to.

  • If the grappler doesn't have a climb speed, their speed is 0.

  • If the grappler has a climb speed, they can climb the grappled creature. The climber can expend movement to move to any other space the grappled creature occupies. The climber has advantage on attacks against the grappled creature, and the grappled creature has disadvantage to attack the climber.

An example of the grappled condition:

Hasted

A hasted creature moves faster than the environment around them, usually due to a time-warping magic spell or effect.

  • A hasted creature gains a +2 bonus to their armor class and dexterity saving throws.

  • A hasted creature's speed is doubled

  • A hasted creature gains a 'haste action' on each of their turns. A haste action can be used to make a single attack or use one of the Dash, Disengage, or Hide actions.

Incapacitated

The incapacitated condition refers to any condition that renders a creature unable to do anything. There are four subtypes of incapacitated. If you are affected by the paralyzed, petrified, stunned, or unconscious conditions, you are also affected by the incapacitated condition.

  • An incapacitated creature cannot use actions, bonus actions, reactions, or any other kind of actions.

  • An incapacitated creature's speed becomes 0, and any effect that would increase their speed has no effect while they are incapacitated.​

  • An incapacitated creature automatically fails strength and dexterity saving throws or ability checks (like grapple checks).

Invisible

An invisible creature gains no benefits against creatures that can see invisible creatures.

  • The invisible creature has advantage on attack rolls.

  • Attack rolls against the invisible creature have disadvantage.

  • The invisible creature can hide even when in direct line of sight and has advantage on stealth checks.

  • The creature cannot be seen or targeted with attacks of opportunity or spells that require the caster to see the invisible creature.

  • Anything the invisible creature is wearing or carrying becomes invisible while being carried. If the invisible creature tries to carry something that encumbers them, the item they are trying to carry is not invisible.

Click here for further context (8).​

The invisible creature still leaves tracks and makes sound. We recommend that all creatures should know the location of an invisible creature in combat unless that creature is hiding. Note that some creatures or characters may be able to attack and hide in the same turn, and invisible creatures do not provoke attacks of opportunity, so some invisible creatures can attack, move, and then hide in an unknown location.

Obscured

A creature that is obscured is hard or impossible for other creatures to see. Like with cover, a creature may be obscured from one creature and not another.

A creature standing in low light or total darkness is obscured from creatures that can't see them with darkvision. A creature standing in low light is lightly obscured. A creature standing in total darkness is heavily obscured.

Lightly Obscured

A creature is lightly obscured when something causes them to be hard, but not impossible, to see. Examples include low light, thick foliage, or murky water. 

  • A lightly obscured creature can hide using a stealth check even if they can be partially seen (normally, a creature in plain view cannot hide).

  • A lightly obscured creature has advantage on stealth checks.

Heavily Obscured

A creature is heavily obscured when something makes them impossible to see. Examples include total darkness, thick fog, or a heavy smoke.

  • A heavily obscured creature has advantage on stealth checks.

  • A heavily obscured creature has advantage on attack rolls and attack rolls against them have disadvantage.

  • A heavily obscured creature cannot be seen or targeted with spells that require the caster to see the heavily obscured creature.

  • Often, a creature that is heavily obscured is also blind to their surroundings.

Paralyzed

A paralyzed creature is incapacitated. While paralyzed, the creature cannot move, but typically stays standing.​

  • Attacks against the paralyzed creature have advantage.

  • Any attack that hits a paralyzed creature that is either a melee attack or made from within 5 ft. is a critical hit.

A ranged attack made from 30 ft. away against a paralyzed target has advantage.

Petrified

A petrified creature is incapacitated.

A petrified creature has been transformed into stone or some other inert material. This also transforms anything the creature was carrying (with the possible exception of another creature). The petrified creature is solid, and the petrification might fill space inside or around the creature. A petrified creature's weight usually increases. For most creatures petrified as stone, their weight is multiplied by 10.

  • A petrified creature's biological processes halt. The creature is completely immobile and unaware of their surroundings. The creature stops aging, and any poison or disease stops progressing or harming them, though they will resume if the creature is unpetrified.

  • Attacks against the petrified creature have advantage.

  • A petrified creature has immunity to poison, the poisoned condition, and disease.

  • A petrified creature has resistance to all other damage.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks (which includes skill checks).

Prone

A prone character is lying on the ground, whether on purpose or not.

  • A prone creature has disadvantage on attack rolls.

  • An attack that is either a melee attack or made from within 5 ft. has advantage on an attack roll against a prone target.

  • A ranged attack against a prone creature has disadvantage.

  • A prone creature can spend half of their movement to stand up, ending the condition, or they can crawl, which costs them 3 ft. of movement for every 1 ft. they move.

An example of the prone condition:

Restrained

A restrained creature is held mostly in place.

  • A restrained creature's speed becomes 0, and any effect that would increase their speed has no effect while they are restrained.

  • A restrained creature has disadvantage on attack rolls.

  • Attacks made against a restrained creature have advantage.

  • A restrained creature has disadvantage on dexterity saving throws.

  • A restrained creature cannot use somatic components in spellcasting.

  • When a restrained creature is first restrained, they release all creatures they have grappled, and they cannot begin new grapples.

Silenced

  • A silenced creature cannot speak or make any other verbal sound.

  • A silenced creature cannot cast spells that require a verbal component. Characters using sign language must still make sounds, and cannot circumvent this restriction.

Siphoned

A siphoned creature's magic has been weakened.

  • All damage or healing done by a siphoned creature with spells or magical abilities is halved.

  • All creatures have advantage on saves against spells cast by a siphoned creature.

Slowed

A slowed creature moves slower than the environment around them, usually due to a time-warping magic spell or effect.

  • A slowed creature has disadvantage on all attack rolls.

  • A slowed creature suffers a -2 penalty to their armor class and dexterity saving throws.

  • A slowed creature cannot use reactions.

  • A slowed creature's speed is halved

  • A slowed creature casting a spell rolls a d20. On an 11 or higher, the spell triggers. On a 10 or lower, the spell is delayed and the slowed caster must use their action (or bonus action, if the spell takes a bonus action to cast) on their next turn to complete the spell. If the caster chooses not to continue casting the spell or is unable to on their next turn, the spell slot is consumed anyway. For the sake of casting multiple spells in the same turn, this counts as if the caster used the spell on both turns.

Stunned

A stunned creature is incapacitated.

  • A stunned creature can only speak in short, faltering phrases.

  • Attacks against the stunned creature have advantage.

Surprised

When combat starts and a creature did not realize there was a threat present, that creature is surprised. Usually a creature is surprised because their enemy used stealth to attack before being noticed. In an ambush scenario, the ambushing creatures roll a stealth check. If all ambushing creatures roll equal to or higher than a given target's passive perception score (which is 10 + their perception skill bonus), then the given target is surprised.

  • A surprised creature has a -20 penalty to their initiative rolls.

  • A surprised creature cannot use reactions, and has disadvantage on dexterity saving throws.

  • As soon as a surprised creature ends their turn, they are no longer surprised.

One member of the party may be surprised while others are not. Perhaps the goblins sneaking up on your party caught the ranger's attention, but not the wizard's.

Unconscious

An unconscious creature is incapacitated.

  • The creature immediately drops what they're holding and falls prone.

  • An unconscious creature loses awareness of their surroundings. They cannot speak or make any voluntary movement.

  • Attacks against the unconscious creature have advantage.

  • Any attack that hits an unconscious creature that is either a melee attack or made from within 5 ft. is a critical hit.

Click here for a note about ranged attacks (7).​

A ranged attack made from 30 ft. away against a paralyzed target has advantage.

Weakened

A weakened creature's body is less able to perform physical tasks.

  • A weakened creature has disadvantage on strength and dexterity saving throws and skill checks (like athletics or stealth checks).

  • A weakened creature does half as much damage with weapon attacks.

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