Difference between revisions of "Template:Conditions 5E"

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(move Vision and Light to seperate template)
 
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!<s>Attack rolls vs creature</s>
 
!<s>Attack rolls vs creature</s>
 
!<s>Speak</s>
 
!<s>Speak</s>
!<s>Take actions & reactions</s>
+
!<s>Take Actions & Reactions &nbsp;&nbsp;&nbsp;Keep Concentration</s>
!<s>Saving throws, strength</s>
+
!<s>Saving throws, Strength</s>
!<s>Saving throws, dexterity</s>
+
!<s>Saving throws, Dexterity</s>
!<s>Saving throws, other</s>
+
!<s>Saving throws, Other</s>
 
!<s>Movement speed</s>
 
!<s>Movement speed</s>
 
!<s>Ability checks by creature</s>
 
!<s>Ability checks by creature</s>
Line 24: Line 24:
 
! Blinded
 
! Blinded
 
|- class="subsection"
 
|- class="subsection"
| – || – || – || – || – || – || – || – || – ||class=sm|NO
+
| – || – || – || – || – || – || – || – || – ||class=sm|No
 
! {{abbr|Charmed|Advantage to charmer on social ability checks}}
 
! {{abbr|Charmed|Advantage to charmer on social ability checks}}
 
|-
 
|-
 
| – || – || – || – || – || – || –
 
| – || – || – || – || – || – || –
| {{abbr|?|creature can’t willingly move toward source of fear}}
+
| {{abbr|?|Creature can’t willingly move toward source of fear}}
 
| {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
 
| {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}}
 
! Frightened
 
! Frightened
Line 35: Line 35:
 
! Grappled
 
! Grappled
 
|-
 
|-
| – || {{abbr|D|Disadvantage}} || – || – || – || – || – || – || ? || {{abbr|A|Advantage}}
+
| – || {{abbr|D|Disadvantage}} || – || – || – || – || – || – || || {{abbr|A|Advantage}}
 
! Invisible
 
! Invisible
 
|- class="subsection"
 
|- class="subsection"
| – || – || – ||class=sm|NO || – || – || – || – ||class=sm|NO ||class=sm|NO
+
| – || – || – ||class=sm|No || – || – || – || – ||class=sm|No ||class=sm|No
 
! Incapacitated
 
! Incapacitated
 
|-
 
|-
| – || {{abbr|A|Advantage}} || – ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || – ||class=sm|NO ||class=sm|NO
+
| – || {{abbr|A|Advantage}} || – ||class=sm|No ||class=xs|FAIL ||class=xs|FAIL || – || – ||class=sm|No ||class=sm|No
 
!class=in1| Stunned
 
!class=in1| Stunned
 
|-
 
|-
 
| –
 
| –
| {{abbr|Ac|Advantage and melee attack hits are critical}}
+
|class=pr0|{{abbr|A†|Advantage and melee attack hits are critical}}
|class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|NO ||class=sm|NO
+
|class=sm|No ||class=sm|No ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|No ||class=sm|No
 
!class=in1| Paralyzed
 
!class=in1| Paralyzed
 
|-
 
|-
 
| –
 
| –
| {{abbr|Ac|Advantage and melee attack hits are critical}}
+
|class=pr0|{{abbr|A†|Advantage and melee attack hits are critical}}
|class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|NO ||class=sm|NO
+
|class=sm|No ||class=sm|No ||class=xs|FAIL ||class=xs|FAIL || – || 0 ||class=sm|No ||class=sm|No
 
!class=in1| Unconscious
 
!class=in1| Unconscious
 
|-
 
|-
 
| –
 
| –
| {{abbr|A?|Advantage, but creature has resistance to all damage}}
+
|class=pr0|{{abbr|A?|Advantage, but creature has resistance to all damage}}
|class=sm|NO ||class=sm|NO ||class=xs|FAIL ||class=xs|FAIL
+
|class=sm|No ||class=sm|No ||class=xs|FAIL ||class=xs|FAIL
| – || 0 ||class=sm|NO ||class=sm|NO
+
| – || 0 ||class=sm|No ||class=sm|No
 
!class=in1| {{abbr|Petrified|• Resistance to all damage &lt;br&gt;• Immune to poison and disease}}
 
!class=in1| {{abbr|Petrified|• Resistance to all damage &lt;br&gt;• Immune to poison and disease}}
 
|- class="subsection"
 
|- class="subsection"
Line 66: Line 66:
 
|class="sm p0"| {{abbr|A/D|• Advantage on Melee attacks &lt;br&gt;• Disadvantage on Ranged attacks}}
 
|class="sm p0"| {{abbr|A/D|• Advantage on Melee attacks &lt;br&gt;• Disadvantage on Ranged attacks}}
 
| – || – || – || – || –
 
| – || – || – || – || –
| {{abbr|?|may only crawl (or stand and cease being prone)}}
+
| {{abbr|?|May only crawl, or stand and cease being prone}}
 
| – || {{abbr|D|Disadvantage}}
 
| – || {{abbr|D|Disadvantage}}
 
! Prone
 
! Prone
Line 93: Line 93:
 
!class="in2 sm"| Exhaustion 5
 
!class="in2 sm"| Exhaustion 5
 
|-
 
|-
| 0 || – ||class=sm|NO ||class=sm|NO || {{abbr|D|Disadvantage}}
+
| 0 || – ||class=sm|No ||class=sm|No || {{abbr|D|Disadvantage}}
| {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}} || 0 ||class=sm|NO ||class=sm|NO
+
| {{abbr|D|Disadvantage}} || {{abbr|D|Disadvantage}} || 0 ||class=sm|No ||class=sm|No
 
!class="in2 sm"| Exhaustion 6
 
!class="in2 sm"| Exhaustion 6
 
|}
 
|}
 +
====Dying====
 +
{| class="tight"
 +
|[[File:R20-skull.png|32px]]||
 +
*Death is instant if excess damage &ge; hit point maximum.
 +
*[[#Unconscious|Unconscious]] until hit points are regained.
 +
*Start making death saves (ᴅᴄ10 on a d20).
 +
**Stabilized by a third success before a third failure.
 +
**Stabilized by a 20 on any death save, regaining 1 hit point.
 +
*Stabilized by a ᴅᴄ10 Medicine check. If a healer’s kit was used, also regain 1 hit point.
 +
*If any new damage is taken while at 0 hit points start making death saves again with one automatic failure.
 +
|}
 +
 +
====Flying ====
 +
{| class="tight"
 +
|[[File:R20-fluffy-wing.png|32px]]||
 +
*Can’t be detected by [[#Tremorsense|tremorsense]].
 +
*Fall if knocked [[#Prone|prone]], or speed reduced to 0, or otherwise deprived of the ability to move.
 +
**Falling: 1d6 bludgeoning per 10 feet fallen (20d6 max), land [[#Prone|prone]].
 +
|}
 +
 +
====Hasted====
 +
{| class="tight"
 +
|[[File:R20-lightning-helix.png|32px]]||
 +
*Speed doubled.
 +
*+2 bonus to AC.
 +
*Advantage on Dexterity saving throws.
 +
*An additional action on each of its turns, that can only be used to Attack, Dash, Disengage, Hide, or Use an object.
 +
|}
 +
 +
====Slowed====
 +
{| class="tight"
 +
|[[File:R20-snail.png|32px]]||
 +
*Speed is halved.
 +
*Can’t use reactions.
 +
*&minus;2 penalty to AC and Dexterity saving throws.
 +
*Can use an Action or a Bonus Action, not both.
 +
*Can’t make more than one attack per turn, regardless of abilities or magic items.
 +
*To cast a 1&nbsp;Action casting time spell, roll a die. On an even number, the spell doesn’t take effect until the creature’s next turn, and then only if it uses its action on that turn to complete the spell.
 +
|}
 +
 
====Deafened====
 
====Deafened====
*A deafened creature can’t hear and automatically fails any ability check that requires hearing.
+
{| class="tight"
 +
|[[File:R20-edge-crack.png|32px]]||
 +
*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.
+
{| class="tight"
*Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
+
|[[File:R20-bleeding-eye.png|32px]]||
 +
*Can’t see.
 +
*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.
+
{| class="tight"
*The charmer has advantage on any ability check to interact socially with the creature.
+
|[[File:R20-chained-heart.png|32px]]||
 +
*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====
 
====Frightened====
*A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
{| class="tight"
*The creature can’t willingly move closer to the source of its fear.
+
|[[File:R20-screaming.png|32px]]||
 +
*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.
+
{| class="tight"
*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.
+
|[[File:R20-grab.png|32px]]||
 +
*Speed becomes 0, and can’t benefit from any bonus to speed.
 +
*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.
+
{| class="tight"
*Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
+
|[[File:R20-ninja-mask.png|32px]]||
 +
*Advantage on attack rolls.
 +
*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.
 +
|}
 +
 
 +
====Incorporeal====
 +
{| class="tight"
 +
|[[File:R20-half-haze.png|32px]]||
 +
*Can’t be detected by [[#Tremorsense|tremorsense]].
 +
*May move through other creatures and objects as if they were difficult terrain.
 +
*Take 5 (1d10) force damage if ending a turn inside an object.
 +
*''Condition Immunities:'' exhaustion, grappled, paralyzed, poisoned, prone, and restrained.
 +
*''Damage Resistances:'' acid, fire, thunder, and nonmagical weapons.
 +
*''Damage Immunities:'' poison.
 +
|}
  
 
====Incapacitated====
 
====Incapacitated====
*An incapacitated creature can’t take actions or reactions.
+
{| class="tight"
*The creatures loses concentration on a spell.
+
|[[File:R20-death-zone.png|32px]]||
 +
*Can’t take actions or reactions.
 +
*Lose concentration on any spell.
 +
|}
  
 
====Stunned====
 
====Stunned====
*A stunned creature is ''incapacitated'', can’t move, and can speak only falteringly.
+
{| class="tight"
*The creature automatically fails Strength and Dexterity saving throws.
+
|[[File:R20-pummeled.png|32px]]||
 +
*[[#Incapacitated|Incapacitated]], can’t move, and can speak only falteringly.
 +
*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.
+
{| class="tight"
*The creature automatically fails Strength and Dexterity saving throws.
+
|[[File:R20-interdiction.png|32px]]||
 +
*[[#Incapacitated|Incapacitated]], can’t move or speak.
 +
*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&nbsp;feet of the creature.
+
*Any attack that hits the creature is a crit, if the attacker is within 5&nbsp;feet.
 +
|}
  
 
====Unconscious====
 
====Unconscious====
*An unconscious creature is ''incapacitated'', can’t move or speak, and is unaware of its surroundings.
+
{| class="tight"
*The creature automatically fails Strength and Dexterity saving throws.
+
|[[File:R20-sleepy.png|32px]]||
 +
*[[#Incapacitated|Incapacitated]], can’t move or speak, and unaware of surroundings.
 +
*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&nbsp;feet of the creature.
+
*Any attack that hits the creature is a crit, if the attacker is within 5&nbsp;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.
+
{| class="tight"
*The creature automatically fails Strength and Dexterity saving throws.
+
|[[File:R20-aura.png|32px]]||
 +
*[[#Incapacitated|Incapacitated]], can’t move or speak, and unaware of surroundings.
 +
*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.
+
{| class="tight"
 +
|[[File:R20-drink-me.png|32px]]||
 +
*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.
+
{| class="tight"
*The creature has disadvantage on attack rolls.
+
|[[File:R20-back-pain.png|32px]]||
*An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
*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).
 +
*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.
+
{| class="tight"
*Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
+
|[[File:R20-fishing-net.png|32px]]||
*The creature has disadvantage on Dexterity saving throws.
+
*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====
 
====Exhaustion====
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|2 ||Speed halved
 
|2 ||Speed halved
 
|-
 
|-
|3 ||Disadvantage on attack rolls and saving throws
+
|3 ||Disadvantage on attack rolls & saving throws
 
|-
 
|-
 
|4 ||Hit point maximum halved
 
|4 ||Hit point maximum halved
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|6 ||Death
 
|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.
+
{| class="tight"
 
+
|[[File:R20-sleepy.png|32px]]
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.
+
|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.
 
 
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level&nbsp;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&nbsp;1.
 
 
 
Finishing a long rest reduces a creature’s exhaustion level by&nbsp;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.
 
{| class="zebra c1c"
 
!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.
 
 
|}
 
|}
 
+
*If an exhausted creature suffers another exhaustion effect, its current exhaustion level increases by the amount specified in the effect’s description.
===Obscuration===
+
*A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level&nbsp;2 exhaustion has its speed halved and has disadvantage on ability checks.
<span id="lightly obscured"></span><span id="heavily obscured"></span>
+
*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&nbsp;1.
A given area might be lightly or heavily obscured.
+
*Finishing a long rest reduces a creature’s exhaustion level by&nbsp;1, provided that the creature has also ingested some food and drink.
{{statblock|
 
;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|blinded]] condition.
 
}}
 
 
 
===Light===
 
<span id="bright light"></span><span id="dim light"></span><span id="darkness"></span>
 
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
 
{{statblock|
 
;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.
 

Latest revision as of 16:59, 5 January 2021

Conditions

HP maximum Attack rolls vs creature Speak Take Actions & Reactions    Keep Concentration 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
A† No No FAIL FAIL 0 No No Paralyzed
A† 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

Dying

R20-skull.png
  • Death is instant if excess damage ≥ hit point maximum.
  • Unconscious until hit points are regained.
  • Start making death saves (ᴅᴄ10 on a d20).
    • Stabilized by a third success before a third failure.
    • Stabilized by a 20 on any death save, regaining 1 hit point.
  • Stabilized by a ᴅᴄ10 Medicine check. If a healer’s kit was used, also regain 1 hit point.
  • If any new damage is taken while at 0 hit points start making death saves again with one automatic failure.

Flying

R20-fluffy-wing.png
  • Can’t be detected by tremorsense.
  • Fall if knocked prone, or speed reduced to 0, or otherwise deprived of the ability to move.
    • Falling: 1d6 bludgeoning per 10 feet fallen (20d6 max), land prone.

Hasted

R20-lightning-helix.png
  • Speed doubled.
  • +2 bonus to AC.
  • Advantage on Dexterity saving throws.
  • An additional action on each of its turns, that can only be used to Attack, Dash, Disengage, Hide, or Use an object.

Slowed

R20-snail.png
  • Speed is halved.
  • Can’t use reactions.
  • −2 penalty to AC and Dexterity saving throws.
  • Can use an Action or a Bonus Action, not both.
  • Can’t make more than one attack per turn, regardless of abilities or magic items.
  • To cast a 1 Action casting time spell, roll a die. On an even number, the spell doesn’t take effect until the creature’s next turn, and then only if it uses its action on that turn to complete the spell.

Deafened

R20-edge-crack.png
  • Can’t hear.
  • Automatically fail any ability check that requires hearing.

Blinded

R20-bleeding-eye.png
  • Can’t see.
  • Disadvantage on attack rolls.
  • Automatically fail any ability check that requires sight.
  • Attack rolls against the creature have advantage.

Charmed

R20-chained-heart.png
  • 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

R20-screaming.png
  • 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

R20-grab.png
  • 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

R20-ninja-mask.png
  • 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.

Incorporeal

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  • Can’t be detected by tremorsense.
  • May move through other creatures and objects as if they were difficult terrain.
  • Take 5 (1d10) force damage if ending a turn inside an object.
  • Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, and restrained.
  • Damage Resistances: acid, fire, thunder, and nonmagical weapons.
  • Damage Immunities: poison.

Incapacitated

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

Stunned

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

Paralyzed

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  • 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

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  • 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

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  • 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

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  • Disadvantage on attack rolls and ability checks.

Prone

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  • 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

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  • 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 & saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
R20-sleepy.png 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.