Conditions alter a creature’s capabilities in a variety of ways and
can arise as a result of a spell, a class feature, a monster’s attack,
or other effect. Most conditions, such as blinded (dall), are
impairments, but a few, such as invisible (anweledig), can be
advantageous.
A condition lasts either until it is countered (the prone (llorio)
condition is countered by standing up, for example) or for a duration
specified by the effect that imposed the condition.
If multiple effects impose the same condition on a creature, each
instance of the condition has its own duration, but the condition’s
effects don’t get worse. A creature either has a condition or
doesn’t.
The following definitions specify what happens to a creature while it
is subjected to a condition.
Blinded
A blinded (dall) 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 (swyno) 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 (byddaru) creature can’t hear and automatically fails any
ability check that requires hearing.
Exhaustion
Some special abilities and environmental hazards, such as starvation
and the long-term effects of freezing or scorching temperatures, can
lead to a special condition called exhaustion. Exhaustion is measured in
six levels. An effect can give a creature one or more levels of
exhaustion, as specified in the effect’s description.
Table- Exhaustion Effects
Level
Effect
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
5
Speed reduced to 0
6
Death
If an already exhausted (lluddedig) creature suffers another effect
that causes exhaustion, its current level of exhaustion increases by the
amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as
well as all lower levels. For example, a creature suffering level 2
exhaustion has its speed halved and has disadvantage on ability
checks.
An effect that removes exhaustion reduces its level as specified in
the effect’s description, with all exhaustion effects ending if a
creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1,
provided that the creature has also ingested some food and drink. Also,
being raised from the dead reduces a creature’s exhaustion level by
1.
Frightened
A frightened (ofnus) 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 (gafael) creature’s speed becomes 0, and it can’t benefit
from any bonus to its speed.
The condition ends if the grappler is incapacitated (diallu) (see
the condition).
The condition also ends if an effect removes the grappled (gafael)
creature from the reach of the grappler or grappling effect, such as
when a creature is hurled away by the thunder-wave spell.
Incapacitated
An incapacitated (diallu) creature can’t take actions or
reactions.
Invisible
An invisible (anweledig) 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 (parlysu) creature is incapacitated (diallu) (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 (maenedig) 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 (diallu) (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 (gwenwyno) creature has disadvantage on attack rolls and
ability checks.
Prone
A prone (llorio) 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 (cyfyngu) 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 (syfrdan) creature is incapacitated (diallu) (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 (anymwybodol) creature is incapacitated (diallu) (see
the condition), can’t move or speak, and is unaware of its
surroundings
The creature drops whatever it’s holding and falls prone
(llorio).
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.