Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, class feature, monster's attack, or other effect. Most conditions, such as [[Conditions#Blinded|Blinded]], are impairments, but a few, such as [[Conditions#Invisible|Invisible]], can be advantageous. Conditions last until their given ending condition is met, such as a period of time or a successful saving throw, or until dispelled by some other effect such as the [[Lesser Restoration]] spell.
Although multiple people can charm the same creature, they can only really be stunned once. Similarly to other effects, if a creature is affected by identical instances of a static condition, it only applies once; although their durations are tracked separately. Effects such as [[Conditions#Charmed|Charmed]] can apply multiple times as unique pairs of charmer and charmed make unique instances. Finally some conditions provide compounding effects such as levels of [[Conditions#Exhausted|Exhaustion]] combining for one greater effect.
## Conditions (A-Z)
*The following definitions specify what happens to a creature while it is subjected to a condition.*
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### Blinded
While you are blinded, you gain the following effects:
**Unseeing.** A blinded creature can't see and automatically fails any ability check that requires sight.
**Attacks Affected.** Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
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### Charmed
While you are charmed, you experience the following effects:
**Actions Affected.** A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
**Social Interactions.** The charmer has advantage on any ability check to interact socially with the creature.
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### Deafened
While you are deafened, you experience the following effects:
**Unhearing.** A deafened creature can't hear and automatically fails any ability check that requires hearing.
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### Drained X
While you are drained, you experience the following effects, which scale with the number of stacks you have of the condition:
**Reduced hit points.** Your Hit Point Maximum is reduced by a number equal to the stacks of this condition.
**Recovering.** You lose all stacks of Drained when you finish a long rest or the spell [[Greater Restoration]] is cast on you. Some features may have a different recover rate, so look at the source of the condition to see if it has different recovery rate.
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### Dying
You gain this condition when you reach 0 hit points. While you are Dying, you experience the following effects:
**Prone.** You are [[#Prone]].
**Making Saves.** At the end of each of your turns, you make a Death Saving Throw. Roll a d20, if the roll is 10 or higher, you succeed. Otherwise, you fail. After succeeding 3 times, you become stable. After failing 3 times, you die. Your count of death saves reset when you become **stable** (regaining hit points causes you to lose this condition, skipping becoming stable).
**Actions and Movement.** You can take only one of the following actions during your turn: Action, Bonus Action, Special Action, or Move. You cannot take reactions, or use your movement to stand out of **prone**. If you take an Action, you gain one point of exhaustion. You can also take the *Stabilize Self* special action, granting yourself advantage on your death saving throw. While you are **stable**, you can still take only one action and stay **prone** until you regain hit points.
**Battle Weariness.** You gain one point of exhaustion if you lose this condition without becoming **stable**.
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### Enlarged
While you are Enlarged, you experience the following effects:
**Increased Size.** Your size doubles in all dimensions and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example.
**Colossal Might.** You have advantage on Strength checks and Strength saving throws. Weapon attacks you make deal an additional 1d4 damage.
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### Exhausted
While you are subjected to the Exhausted Condition, you experience the following effects:
**Levels of Exhaustion.** This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
**d20 Rolls Affected.** When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
**Spell Save DCs Affected.** Subtract your exhaustion level from the Spell save DC of any Spell you cast.
**Ending the Condition.** Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
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### Frightened
While you are frightened, you experience the following effects:
**Actions Affected** A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
**Movement Affected.** The creature can't willingly move closer to the source of its fear.
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### Grappled
While you are Grappled, you experience the following effects:
**Speed 0.** Your Speed is 0 and can’t change.
**Attacks Affected.** You have Disadvantage on Attack Rolls against any target other than the grappler.
**Movable.** The grappler can drag or carry you, but the grappler suffers the Slowed Condition while moving, unless you are Tiny or two or more Sizes smaller than the grappler.
**Escape.** While Grappled, you can make a Dexterity or Strength Saving Throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. The Condition also ends if the grappler is Incapacitated or if something moves you outside the grapple’s range without using your Speed.
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### Hidden
While you are Hidden, you experience the following effects:
**Concealed.** You aren’taffected by any effectthat requires its target to be seen Surprise. Ifyou are Hidden when you roll Initiative, you have Advantage on the roll.
**Attacks Affected.** Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.
**Ending the Condition.** The Condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with a verbal component, or you aren’t Heavily Obscured or behind any Cover.
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### Incapacitated
While you are Incapacitated, you experience the following effects:
**Inactive.** You can’t take Actions or Reactions.
**No Concentration.** Your Concentration is broken.
**Speechless.** You can’t speak.
**Surprised.** If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.
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### Invisible
While you are Invisible, you experience the following effects:
**Unseeable**. You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any equipment you are wearing or carrying also can’t be seen.
**Surprise.** If you are Invisible when you roll initiative, you have Advantage on the roll.
**Attacks Affected.** While a creature cannot see or sense you, their Attack Rolls against you have Disadvantage, and your Attack Rolls against them have Advantage.
%%Detecting Invisibility%%
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### Slowed
While you are Slowed, you experience the following effects:
**Limited Movement.** You must spend 1 extra foot of movement for every foot you move using your Speed.
**Attacks Affected.** Attack Rolls against you have Advantage.
**Dexterity Saves Affected.** You have Disadvantage on Dexterity Saving Throws.
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### Paralyzed
While you are Paralyzed, you experience the following effects:
**Incapacitated.** A paralyzed creature is incapacitated (see the condition) and can't move or speak.
**Automatic Failures.** The creature automatically fails Strength and Dexterity saving throws.
**Attacks Affected.** Attack rolls against the creature have advantage.
**Automatic Crits.** Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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### Petrified
While you are Petrified, you experience the following effects:
**Inanimate.** A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
**Incapacitated.** The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
**Attacks Affected** Attack rolls against the creature have advantage.
**Automatic Failures.** The creature automatically fails Strength and Dexterity saving throws.
**Resistance.** The creature has resistance to all damage.
**Immunities.** The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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### Poisoned
While you are petrified, you experience the following effects:
**Attacks and Checks Affected.** A poisoned creature has disadvantage on attack rolls and ability checks.
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### Prone
While you are Prone, you experience the following effects:
**Crawl.** A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
**Attacks Affected.** The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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### Restrained
While you are Restrained, you experience the following effects:
**0 speed.** A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
**Attacks Affected.** Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
**Saves Affected.** The creature has disadvantage on Dexterity saving throws.
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### Stunned
While you are Stunned, you experience the following effects:
**Incapacitated.** A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
**Automatic Failures.** The creature automatically fails Strength and Dexterity saving throws.
**Attacks Affected.** Attack rolls against the creature have advantage.
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### Unconscious
While you are Unconscious, you experience the following effects:
**Incapacitated.** An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
**Prone.** The creature drops whatever it's holding and falls prone.
**Automatic Failures.** The creature automatically fails Strength and Dexterity saving throws.
**Attacks Affected.** 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.