Conditions
Conditions describe extra effects afflicting a target.
Condition ▼ |
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Addled |
Blinded |
Charmed |
Concentration |
Dazed |
Deafened |
Diseased |
Dying |
Exhaustion |
Flanked |
Frightened |
Gentled |
Grappled |
Grappling |
Hindered |
Ignited |
Incapacitated |
Inebriated |
Invisible |
Old Age |
Ongoing Damage |
Paralyzed |
Petrified |
Poisoned |
Prone |
Restrained |
Slowed |
Stunned |
Suffocating |
Surprised |
Taunted |
Transformed |
Unconscious |
Weakened |
Ending Conditions
Some conditions include "action ends", "check ends", or "save ends" as part of their duration, typically specified in parentheses after the condition's listing.
Action Ends. A creature subjected to an "action ends" effect can end the effect as an action. The requisite number of action points is specified in the listing, e.g. "minor action ends".
Check Ends. A creature subjected to a "check ends" effect can use a standard action to make an ability check, ending the effect on a success. When unclear, the DC, ability, and/or applicable skills are specified in the listing, e.g. "DC 15 Athletics check ends".
Save Ends. A creature subjected to a "save ends" effect can repeat the saving throw against the effect at the end of each of its turns. On a success, the effect ends for that creature. When unclear, the DC and/or ability is specified in the listing, e.g. "DC 15 Wisdom save ends".
Addled
Addled
Effects of This Condition
- You have disadvantage on Intelligence attack rolls, ability checks, and saving throws.
- You can't maintain concentration or take reactions.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Diseased
Diseased
Effects of This Condition
- You have disadvantage on Constitution attack rolls, ability checks, and saving throws.
- You can't regain hit points.
Dying
Dying
While you are dying, make a DC 10 Constitution saving throw—called a death saving throw—at the start of each of your turns. Keep track of your successes and failures. You automatically suffer 1 failure each time you take damage while dying, or 2 failures if the damage was from a critical hit. If you reach 3 failures, you die. If you reach 3 successes, you stop dying. If you stop dying for any reason, stop tracking your successes and failures; the counts don't carry over to the next time you are dying.
On a roll of 20 or higher on a death saving throw, you regain 1 hit point.
Ending This Condition
The condition ends if you regain hit points. This condition can also be ended without healing you, such as via the Heal action.
Causes of This Condition
If you aren't already dying, you start dying when you are reduced to 0 hit points (you also fall unconscious) and there is at least 1 point of excess damage.
Exhaustion
Exhaustion
This condition is cumulative. Each time you receive it, you gain a specified number of levels of exhaustion. You die if your exhaustion level reaches or exceeds 10.
Effects of This Condition
- When you make an attack roll, ability check, or saving throw, you subtract your exhaustion level from the d20 roll.
- Subtract your exhaustion level from the spell save DC of any spell you cast.
Ending This Condition
You can reduce your exhaustion by resting.
Causes of This Condition
A common source of exhaustion is dropping to 0 hit points.
Flanked
Flanked
Effects of This Condition
While flanked, melee attack rolls against you have advantage.
Ending This Condition
Creatures with blindsight or multiple heads are immune to this condition.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Gentled
Gentled
Effects of This Condition
- You have disadvantage on Charisma attack rolls, ability checks, and saving throws.
- On each of your turns, you have one less action point.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Hindered
Hindered
Effects of This Condition
- Each foot you travel costs 1 additional foot of movement.
- Attack rolls against you have advantage.
- Your attack rolls and Dexterity saving throws have disadvantage.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Inebriated
Inebriated
Effects of This Condition
- You have disadvantage on Wisdom attack rolls, ability checks, and saving throws.
- The range of each of your special senses is halved.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Old Age
Old Age
While you are older than your old age threshold, you have 1 permanent level of exhaustion. As you continue to age, you gain an additional permanent level of exhaustion for every number of years equal to your aging rate. These levels of exhaustion vanish immediately to reflect changes in your age or if you gain immunity to old age.
See the see the "Age" trait of your racial statblock for your old age threshold and aging rate.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Petrified
Petrified
Effects of This Condition
- You are transformed into a solid inanimate substance (usually stone). Your game statistics are the same as your original form.
- Your weight increases by a factor of ten, and you cease aging.
- Attack rolls against you have advantage.
- You automatically fail Strength and Dexterity saving throws.
- You have resistance to all damage.
- You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
Transformed
Transformed
While transformed into a creature, you experience the following effects:
- Your game statistics are replaced by the statistics of the creature, including hit points, hit dice, and mental ability scores. You retain your alignment and personality. If the creature has any legendary or lair actions, you can't use them.
- You are limited in the actions you can perform by the nature of your new form. You can't speak, cast spells, or take any other action that requires hands or speech, unless your new form is capable of such actions. Transforming doesn't break your concentration on a spell you've already cast, however, nor prevent you from taking actions that are part of a spell that you've already cast.
- Your equipment melds into your new form and has no effect.
While transformed into an object, you experience the following effects:
- Your game statistics are replaced by the statistics of the object.
- Your equipment melds into your new form and has no effect.
- You are incapacitated and are unaware of your surroundings.
- You have no memory of time spent in this form.
When you revert to your normal form, you return to the number of hit points you had before you transformed, assuming you didn't die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Restrained
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Slowed
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Stunned
Stunned
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Suffocating
Suffocating
While you are suffocating, keep track of how many rounds go by. For a number of rounds equal to your Constitution score (minimum of 1 round), nothing happens. At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
You can hold your breath for a number of minutes equal to 1 + your Constitution score (minimum of 30 seconds). After that, you start suffocating.
Surprised
Surprised
Effects of This Condition
You are incapacitated.
Ending This Condition
You stop being surprised at the end of your turn.
Causes of This Condition
A creature is surprised when it's forced to roll initiative but isn't aware of any enemies that are also rolling initiative.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Unconscious
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
You are automatically unconscious while you have 0 hit points and while sleeping.
Weakened
Weakened
Effects of This Condition
- You have disadvantage on Strength attack rolls, ability checks, and saving throws.
- Your weapon attacks deal half damage.