Conditions & States
Blinded
- You can't see
- You automatically fail any ability check which requires sight.
- You have disadvantage on attack rolls.
- Attack rolls against you have advantage.
Charmed
- You are charmed by another creature
- You can't attack your charmer or target them with harmful abilities or magical effects.
- Your charmer has advantage on ability checks to interact socially with you.
Deafened
- You can't hear
- You automatically fail any ability check which requires hearing.
Dying
- You have been dropped to zero hit points and are dying
- If you are reduced to 0 hit points by damage that fails to kill you, you fall unconscious and are dying.
- If you receive any healing you immediately regain consciousness again and no longer dying.
- When dying, at the start of each of your turns you make a death saving throw. Roll a d20 and do not add any modifiers.
- A 10 or higher is a success, 9 or lower is a failure.
- On your third success, you become stable.
- On your third failure, you die.
- Rolling a 1 counts as two failures.
- Rolling a 20 immediately causes you to regain 1 hit point.
- You can also be stabilized by an ally taking the Stabilize action and succeeding on a DC 10 Wisdom (Medicine) check.
- Once stable, you regain 1 hit point after 1d4 hours.
Exhausted
| Lvl | 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 |
Falling
- At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet they fell (max 20d6)
- You are then knocked prone
Frightened
- You are frightened
- 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.
Grappled
- You are grappled
- Your speed becomes 0, and you can't benefit from any bonus to your speed.
- The condition ends if your grappler is incapacitated.
- The condition also ends if you are removed from the reach of your grappler.
Incapacitated
- You can't take actions or reactions
Incorporeal
- Resistance against nonmagical damage
- Can move through objects and other creatures but must end movement in an empty space
Invisible
- You can't be seen without the aid of magic or a special sense
- For the purpose of hiding, you are heavily obscured.
- You can still be detected by any noise you make or tracks you leave.
- You have advantage on attack rolls.
- Attack rolls against you have disadvantage.
Paralyzed
- You can't do anything
- You are incapacitated and can't move or speak.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
- You automatically fail Strength and Dexterity saving throws.
Petrified
- You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance (usually stone)
- Your weight increases by a factor of ten, and you cease aging.
- You are incapacitated, can't move or speak, and are unaware of your surroundings.
- 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, though a poison or disease already in your system is only suspended, not neutralized.
Poisoned
- You are poisoned
- You have disadvantage on attack rolls and ability checks.
Prone
- You are prone
- Your only movement option is to crawl, unless you stand up.
- You have disadvantage on attack rolls.
- Attack rolls against you have advantage if the attacker is within 5 feet of you, otherwise the attack roll has disadvantage.
Restrained
- You are restrained
- Your speed becomes 0, and you can't benefit from any bonus to your speed.
- You have disadvantage on attack rolls.
- Attack rolls against you have advantage.
- You have disadvantage on Dexterity saving throws.
Stunned
- You are stunned
- You are incapacitated, can't move, and can speak only falteringly.
- Attack rolls against you have advantage.
- You automatically fail Strength and Dexterity saving throws.
Unconscious
- You are unconscious
- You are incapacitated, can't move or speak, and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
- You automatically fail Strength and Dexterity saving throws.