Template:Conditions 5E

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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

  • 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

  • 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

  • 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

  • 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

  • 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.

Incorporeal

  • 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

  • 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 & 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.