Difference between revisions of "Template:Conditions 5E"

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(Conditions)
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====Deafened====
 
====Deafened====
*A deafened creature can’t hear and automatically fails any ability check that requires hearing.
+
*Can’t hear.
 +
*Automatically fail any ability check that requires hearing.
  
 
====Blinded====
 
====Blinded====
*A blinded creature can’t see and automatically fails any ability check that requires sight.
+
*Can’t see.
*Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
+
*Disadvantage on attack rolls.
 +
*Automatically fail any ability check that requires sight.
 +
*Attack rolls against the creature have advantage.
  
 
====Charmed====
 
====Charmed====
*A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
+
*Can’t attack charmer or target them with harmful abilities or magical effects.
*The charmer has advantage on any ability check to interact socially with the creature.
+
*Charmer has advantage on any ability check to interact socially with the creature.
  
 
====Frightened====
 
====Frightened====
*A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
*Can’t willingly move closer to the source of its fear.
*The creature can’t willingly move closer to the source of its fear.
+
*Disadvantage on attack rolls and ability checks while the source is within line of sight.
  
 
====Grappled====
 
====Grappled====
*A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
+
*Speed becomes 0, and can’t benefit from any bonus to speed.
*The condition ends if the grappler is ''incapacitated''. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the {{d5e|spell|thunderwave}} spell.
+
*Ends if the grappler is [[#incapacitated|incapacitated]], or if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the {{d5e|spell|thunderwave}} spell.
  
 
====Invisible====
 
====Invisible====
*An invisible 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.
+
*Advantage on attack rolls.
*Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
+
*Can’t be seen without the aid of magic or a special sense.
 +
*[[#heavily obscured|Heavily obscured]] for hiding.
 +
*Location can be detected by any noise made or track left.
 +
*Attack rolls against the creature have disadvantage.
  
 
====Incapacitated====
 
====Incapacitated====
*An incapacitated creature can’t take actions or reactions.
+
*Can’t take actions or reactions.
*The creatures loses concentration on a spell.
+
*Lose concentration on any spell.
  
 
====Stunned====
 
====Stunned====
*A stunned creature is ''incapacitated'', can’t move, and can speak only falteringly.
+
*[[#incapacitated|Incapacitated]], can’t move, and can speak only falteringly.
*The creature automatically fails Strength and Dexterity saving throws.
+
*Automatically fail Strength and Dexterity saving throws.
 
*Attack rolls against the creature have advantage.
 
*Attack rolls against the creature have advantage.
  
 
====Paralyzed====
 
====Paralyzed====
*A paralyzed creature is ''incapacitated'', can’t move, and can’t speak.
+
*[[#incapacitated|Incapacitated]], can’t move or speak.
*The creature automatically fails Strength and Dexterity saving throws.
+
*Automatically fail Strength and Dexterity saving throws.
 
*Attack rolls against the creature have advantage.
 
*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.
+
*Any attack that hits the creature is a crit, if the attacker is within 5 feet.
  
 
====Unconscious====
 
====Unconscious====
*An unconscious creature is ''incapacitated'', can’t move or speak, and is unaware of its surroundings.
+
*[[#incapacitated|Incapacitated]], can’t move or speak, and unaware of surroundings.
*The creature automatically fails Strength and Dexterity saving throws.
+
*Automatically fail Strength and Dexterity saving throws.
 
*Attack rolls against the creature have advantage.
 
*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.
+
*Any attack that hits the creature is a crit, if the attacker is within 5 feet.
*The creature drops whatever it’s holding and falls prone.
+
*Drop anything being held and fall prone.
  
 
====Petrified====
 
====Petrified====
*A petrified creature is ''incapacitated'', can’t move or speak, and is unaware of its surroundings.
+
*[[#incapacitated|Incapacitated]], can’t move or speak, and unaware of surroundings.
*The creature automatically fails Strength and Dexterity saving throws.
+
*Automatically fail Strength and Dexterity saving throws.
 
*Attack rolls against the creature have advantage.
 
*Attack rolls against the creature have advantage.
*A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
+
*Transformed, along with any nonmagical objects worn or carried, into a solid inanimate substance (usually stone). Weight increases by a factor of ten, and aging ceases.
**The creature has resistance to all damage.
+
**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.
+
**Immune to poison and disease, although any already in the creature’s system is suspended, not neutralized.
  
 
====Poisoned====
 
====Poisoned====
*A poisoned creature has disadvantage on attack rolls and ability checks.
+
*Disadvantage on attack rolls and ability checks.
  
 
====Prone====
 
====Prone====
*A prone creature’s only movement option is to {{abbr|crawl|¹⁄₂ normal speed (¹⁄₃ in difficult terrain)}}, unless it stands up and thereby ends the condition.
+
*Disadvantage on attack rolls.
*The creature has disadvantage on attack rolls.
+
*Only movement options are {{abbr|crawl|¹⁄₂ normal speed (¹⁄₃ in difficult terrain)}} or stand up (ending the condition).
*An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
*Attack rolls against the creature have advantage if attacker is within 5 feet. Otherwise, the attack roll has disadvantage.
  
 
====Restrained====
 
====Restrained====
*A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
+
*Speed becomes 0, and can’t benefit from any bonus to speed.
*Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
+
*Attack rolls against the creature have advantage.
*The creature has disadvantage on Dexterity saving throws.
+
*Disadvantage on attack rolls.
 +
*Disadvantage on Dexterity saving throws.
  
 
====Exhaustion====
 
====Exhaustion====
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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.
 
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.
 
+
*If an exhausted creature suffers another exhaustion effect, its current exhaustion level increases by the amount specified in the effect’s description.
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 exhaustion level 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.
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.
+
*Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
 
 
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.
 
  
 
==Vision and Light==
 
==Vision and Light==

Revision as of 23:53, 4 September 2019

Conditions

HP maximum Attack rolls vs creature Speak Take actions & reactions Saving throws, strength Saving throws, dexterity Saving throws, other Movement speed Ability checks by creature Attack rolls by creature  
? Deafened
A ? D Blinded
NO Charmed
? D D Frightened
0 Grappled
D  ? A Invisible
NO NO NO Incapacitated
A NO FAIL FAIL NO NO Stunned
Ac NO NO FAIL FAIL 0 NO NO Paralyzed
Ac NO NO FAIL FAIL 0 NO NO Unconscious
A? NO NO FAIL FAIL 0 NO NO Petrified
D D Poisoned
A/D ? D Prone
A D 0 D Restrained
D Exhaustion
½ D Exhaustion 2
D D D ½ D D Exhaustion 3
½ D D D ½ D D Exhaustion 4
½ D D D 0 D D Exhaustion 5
0 NO NO D D D 0 NO NO Exhaustion 6

Deafened

  • Can’t hear.
  • Automatically fail any ability check that requires hearing.

Blinded

  • Can’t see.
  • Disadvantage on attack rolls.
  • Automatically fail any ability check that requires sight.
  • Attack rolls against the creature have advantage.

Charmed

  • Can’t attack charmer or target them with harmful abilities or magical effects.
  • Charmer has advantage on any ability check to interact socially with the creature.

Frightened

  • Can’t willingly move closer to the source of its fear.
  • Disadvantage on attack rolls and ability checks while the source is within line of sight.

Grappled

  • Speed becomes 0, and can’t benefit from any bonus to speed.
  • Ends if the grappler is incapacitated, or if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Invisible

  • Advantage on attack rolls.
  • Can’t be seen without the aid of magic or a special sense.
  • Heavily obscured for hiding.
  • Location can be detected by any noise made or track left.
  • Attack rolls against the creature have disadvantage.

Incapacitated

  • Can’t take actions or reactions.
  • Lose concentration on any spell.

Stunned

  • Incapacitated, can’t move, and can speak only falteringly.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Paralyzed

  • Incapacitated, can’t move or speak.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a crit, if the attacker is within 5 feet.

Unconscious

  • Incapacitated, can’t move or speak, and unaware of surroundings.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a crit, if the attacker is within 5 feet.
  • Drop anything being held and fall prone.

Petrified

  • Incapacitated, can’t move or speak, and unaware of surroundings.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Transformed, along with any nonmagical objects worn or carried, into a solid inanimate substance (usually stone). Weight increases by a factor of ten, and aging ceases.
    • Resistance to all damage.
    • Immune to poison and disease, although any already in the creature’s system is suspended, not neutralized.

Poisoned

  • Disadvantage on attack rolls and ability checks.

Prone

  • Disadvantage on attack rolls.
  • Only movement options are crawl or stand up (ending the condition).
  • Attack rolls against the creature have advantage if attacker is within 5 feet. Otherwise, the attack roll has disadvantage.

Restrained

  • Speed becomes 0, and can’t benefit from any bonus to speed.
  • Attack rolls against the creature have advantage.
  • Disadvantage on attack rolls.
  • Disadvantage on Dexterity saving throws.

Exhaustion

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

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.

  • If an exhausted creature suffers another exhaustion effect, its current exhaustion level increases by the amount specified in the effect’s description.
  • A creature suffers the effect of its current exhaustion level 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.

Vision and Light

The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

Cover

Obstacles can provide cover during combat, making a target more difficult to harm.

Cover Benefit Granted by
1/2 +2 to AC and Dex saves low walls, large furniture, a narrow tree trunk, another creature, etc.
3/4 +5 to AC and Dex saves a portcullis, an arrow slit, a thick tree trunk, etc.
Total Cannot be targeted, but AoE might reach. any obstacle/condition providing complete concealment.

Obscuration

A given area might be lightly or heavily obscured.

Lightly obscured
An area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
Heavily obscured
An area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.

Light

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

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
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
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.

Vision

Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvison

Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

Tremorsense

A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures have this special sense.

Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic, Furthermore, the creature can see into the Ethereal Plane.