D&D 5e Conditions
Quick reference for all status conditions in Dungeons & Dragons 5th Edition. Click on any condition for detailed effects.
Blinded
A blinded creature can't see and automatically fails any ability check that requires sight.
Effects
- •Attack rolls against the creature have advantage
- •The creature's attack rolls have disadvantage
Charmed
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
Effects
- •Can't attack the charmer
- •Charmer has advantage on social ability checks
Deafened
A deafened creature can't hear and automatically fails any ability check that requires hearing.
Effects
- •Can't hear
- •Auto-fail hearing checks
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
Effects
- •Disadvantage on ability checks and attack rolls
- •Can't willingly move closer to the source of fear
Grappled
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Effects
- •Speed becomes 0
- •Ends if grappler is incapacitated
- •Ends if effect removes grappled creature from reach
Incapacitated
An incapacitated creature can't take actions or reactions.
Effects
- •Can't take actions
- •Can't take reactions
Invisible
An invisible creature is impossible to see without the aid of magic or a special sense.
Effects
- •Attack rolls against creature have disadvantage
- •Creature's attack rolls have advantage
- •Can still be detected by noise or tracks
Paralyzed
A paralyzed creature is incapacitated and can't move or speak.
Effects
- •Incapacitated
- •Can't move or speak
- •Auto-fail Strength and Dexterity saving throws
- •Attack rolls against creature have advantage
- •Hits from within 5 feet are critical hits
Petrified
A petrified creature is transformed into a solid inanimate substance (usually stone).
Effects
- •Weight increases by factor of 10
- •Incapacitated
- •Can't move or speak
- •Unaware of surroundings
- •Attack rolls against have advantage
- •Auto-fail Strength and Dexterity saves
- •Resistance to all damage
- •Immune to poison and disease
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
Effects
- •Disadvantage on attack rolls
- •Disadvantage on ability checks
Prone
A prone creature's only movement option is to crawl, unless it stands up.
Effects
- •Disadvantage on attack rolls
- •Melee attacks against have advantage
- •Ranged attacks against have disadvantage
- •Standing up costs half movement
Restrained
A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Effects
- •Speed becomes 0
- •Attack rolls against have advantage
- •Creature's attacks have disadvantage
- •Disadvantage on Dexterity saving throws
Stunned
A stunned creature is incapacitated, can't move, and can speak only falteringly.
Effects
- •Incapacitated
- •Can't move
- •Can speak only falteringly
- •Auto-fail Strength and Dexterity saves
- •Attack rolls against have advantage
Unconscious
An unconscious creature is incapacitated, unable to move or speak, and unaware of its surroundings.
Effects
- •Incapacitated
- •Can't move or speak
- •Unaware of surroundings
- •Drops whatever it is holding
- •Falls prone
- •Auto-fail Strength and Dexterity saves
- •Attack rolls against have advantage
- •Hits from within 5 feet are critical hits
Exhaustion
Exhaustion is measured in six levels. Effects are cumulative.
Effects
- •Level 1: Disadvantage on ability checks
- •Level 2: Speed halved
- •Level 3: Disadvantage on attacks and saves
- •Level 4: HP maximum halved
- •Level 5: Speed reduced to 0
- •Level 6: Death
Concentration
Some spells require you to maintain concentration in order to keep their magic active.
Effects
- •Only one concentration spell at a time
- •Taking damage requires CON save (DC 10 or half damage)
- •Being incapacitated or killed ends concentration
Based on the D&D 5e System Reference Document (SRD 5.1).