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
|
Dying
Flying
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
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 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.