← Dungeons & Dragons - 5th Edition
Conditions
Conditions
Blinded
- Can't see
- Attacks against the creature have advantage
- Creature's attacks have disadvantage
Charmed
- Can't attack the charmer
- Can't target the charmer with harmful effects or abilities
- Charmer has advantage on ability checks to socially interact
Deafened
- Can't hear
Frightened
- While in line of sight of the source of fear
- Disadvantage on ability checks
- Disadvantage on attacks
- Can't willingly move closer to the source of fear
Grappled
- Speed is 0
- Ends if the grappler is incapacitated, or moves away
Incapacitated
- Can't take actions or reactions
Invisible
- Impossible to see
- Attack rolls against the creature have disadvantage
- Creature's attack rolls have advantage
Paralyzed
- Can't take actions or reactions
- Fails Strength and Dexterity checks
- Attack rolls against the creature have advantage
- Melee hits auto-crit
Petrified
- Can't take actions or reactions
- Turned to stone
- Fails Strength and Dexterity checks
- Attack rolls against the creature have disadvantage
- Resistance to damage
- Immune to poison and disease
Poisoned
- Disadvantage on attacks and ability checks
Prone
- Disadvantage on attack rolls
- Melee attacks on the creature have advantage
- Ranged attacks on the creature have disadvantage
Restrained
- Speed is 0
- Attacks against the creature have advantage
- Creature's attacks have disadvantage
- Disadvantage on Dexterity saves
Stunned
- Can't take actions or reactions
- Can't move, can barely speak
- Fails Strength and Dexterity checks
- Attacks against the creature have advantage
Unconscious
- Can't take actions or reactions
- Fall prone
- Fails Strength and Dexterity checks
- Attacks against the creature have advantage
- Melee hits auto-crit
Player's Handbook, page 290