Conditions alter your capabilities in a variety of ways and can arise as a result of a device, environmental hazard, or other effects. Most Conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone 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 you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. You either have a condition or not. Some conditions (such as frightened) work differently, and those are explained on a case by case basis.
The following definitions specify what happens to you while you are subjected to a condition.
Quicklinks: Blinded | Charmed | Crippled | Deafened | Frightened | Grappled | Incapacitated | Invisible | Paralyzed | Poisoned | Prone | Restrained | Stunned | Unconscious
Blinded
- When you are blinded, you can’t see and automatically fails any skill roll that requires sight.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
Charmed
Charm always originates from a specific creature or object, referred to as the ‘charmer’ when describing the effects of this condition.
- While you are charmed, you can’t target the charmer with any attack rolls, or perform any action with the knowledge that it could harm or hinder the charmer.
- The charmer has advantage on any ability check to interact socially with you.
If you ever become charmed while already charmed, the first charm is ended, and the new charm takes hold.
Crippled
- All of your speeds become 5 feet, and you can’t benefit from any bonuses to your speeds.
- You can not take any reactions.
- You have disadvantage on all skill rolls.
- You automatically fail any saving throw made to resist being moved, knocked prone, grappled, or restrained.
Deafened
- A deafened creature can’t hear and automatically fails any skill roll that requires hearing.
Frightened
Fear always originates from a specific creature or object, referred to as the ‘horror’ when describing the effects of this condition.
- You have disadvantage on all ability checks while the horror is within your line of sight.
- You can’t willingly move closer to the horror.
If you ever become frightened while already frightened, you suffer the above effects for both of the horrors.
Grappled
This condition is most commonly applied by the grapple action, but can be applied by other sources. Becoming grappled always originates from a specific creature or object, referred to as the ‘grappler’ when describing the effects of this condition.
- When you are grappled, all of your speeds become 0, and you can’t benefit from any bonus to your speed.
The condition ends if the grappler is incapacitated. The condition also ends if an effect removes you from the reach of the grappler, such as when you are hurled away by the blast of an explosion.
Incapacitated
- You can’t take actions, bonus actions, or reactions while Incapacitated. Movement is unaffected.
Invisible
While you are invisible, you are impossible to see without the aid of additional visual senses as your physical form fades away and becomes fully transparent.
- You can not be seen by any creature using normal or darkvision.
- Attack rolls against you have disadvantage, and your attack rolls have advantage.
- While not moving, you are fully covert against creatures that can not see you.
- You have advantage on Stealth rolls made to become covert (through the hide action).
You still make noises, and as such, you and your location can still be detected by creatures while you are invisible but not hidden.
Paralyzed
- While you are paralyzed, you are also incapacitated (see the condition) and can’t move or speak.
- You automatically fail Fortitude 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.
Poisoned
- You have disadvantage on all skill rolls.
Prone
You can not be knocked prone if you are swimming.
If you are flying or climbing when you are knocked prone, you fall. In the event that the fall is less than your safe fall distance in height, you take no damage, but you still fall prone when landing.
- While prone, your only Movement option is to crawl.
- 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.
While prone, you can stand up from prone. You can stand up from prone at any time on your turn, however standing up from prone costs 15 feet of movement (using your run speed), regardless of how much run speed you have.
Restrained
- All of your speeds become 0, and you can’t benefit from any bonuses to your speeds.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Stunned
- You are incapacitated (see the condition), can’t move, and can speak only falteringly.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Unconscious
- You are incapacitated (see the condition), can’t move or speak, and are unaware of your surroundings
- You drop whatever you are holding and fall prone.
- You automatically fail Fortitude 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.