Conditions

The following definitions specify what happens to a creature while it is subjected to a condition. Each definition is a starting point. It’s up to the DM to determine additional effects that might be appropriate for the condition in certain circumstances.

Blinded:
•The creature cannot see.
•The creature moves at half speed.
•Attacks against the creature have advantage, and the creature’s attacks have disadvantage.

Creatures that rely on senses other than sight to perceive their surroundings are usually immune to this condition.

Charmed:
•The creature cannot attack the charmer or target the charmer with harmful abilities or magical effects.
•The charmer has advantage on any check to interact socially with the creature.

Deafened:
•The creature can’t hear anything. As a result, anyone attempting to sneak up on the creature succeeds automatically, unless it has a chance to see them or sense them through some other ability.

Ethereal:
•The creature exists within the Ethereal Plane. It has a spectral appearance.
•The creature takes only half damage from non-ethereal sources and deals only half damage to non-ethereal targets. Neither effect applies to force damage.
•The creature can pass through non-ethereal creatures. It can also pass through solid objects, but it is blinded while doing so and cannot target anything but the object while inside it.

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.

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 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.

Frightened:
•The creature has disadvantage on checks and attacks while the source of its fear is within line of sight.

Invisible:
•The creature is impossible to see. For the purpose of hiding, it is heavily obscured. The creature can still be detected by the noise it makes or the tracks it leaves.
•Attacks against the creature have disadvantage.

Paralyzed:
•The creature cannot move physically, control its limbs, or speak. It drops whatever it’s holding and falls prone. The creature’s mental faculties are not affected.
•The creature automatically fails Strength and Dexterity saving throws.
•Attacks against the creature have advantage.

Poisoned / Intoxicated:
•The creature has disadvantage on attacks and checks.
•To cast a spell, the creature must first succeed on a DC 10 Constitution check. Otherwise, the spellcasting action is wasted, but the spell is not.
•Damage against the creature is reduced by 1d6.

Prone:
•The creature’s only movement option is to crawl, unless it stands up.
•The creature takes a -2 penalty to attack rolls.
•Any melee attack against the creature has advantage, whereas any ranged attack has disadvantage, unless the attacker is within 10feet of the creature.

Restrained:
•The creature’s speed becomes 0, and it cannot benefit from bonuses to its speed.
•Attacks against the creature have advantage, and the creature’s attacks have disadvantage.
•The creature has disadvantage on Dexterity saving throws.

A restrained creature is usually entangled, ensnared, or otherwise caught in a particular area.

Stunned:
•The creature is only semiconscious and cannot move or take actions.
•The creature automatically fails Strength and Dexterity saving throws.
•Attacks against the creature have advantage.

Unconscious:
•The creature drops whatever it’s holding and falls prone.
•The creature cannot move, take actions, or perceive its surroundings.
•The creature automatically fails Strength and Dexterity saving throws.
•Attacks against the creature have advantage.


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Conditions

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