Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

## List of Conditions:

### Blinded:

* A blinded creature can’t see and automatically fails any ability check that requires sight.
* Attack rolls against the creature have advantage, and 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.
* The charmer has advantage on any ability check to interact socially with the creature.

### Deafened:

* A deafened creature can’t hear and automatically fails any ability check that requires hearing.

### Dazed:

* You can either Move or take an Action on your turn, but not both. You also cannot take Bonus Actions or Reactions.

### Frightened:

* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
* The creature can’t willingly move closer to the source of its fear.

### Grappled:

* Your speed is 0 and can't change
* You have Disadvantage on Attack rolls against any creature other than the one Grappling you.
* The Grappler can drag or carry you, but they move as if in Difficult Terrain unless you are Tiny or two sizes smaller than them.
* You can make an Acrobatics or Athletics check in order to escape the Grapple. It will also end if they are Incapacitated.

### Incapacitated:

* You cannot take Actions, Bonus Actions or Reactions.
* Your Concentration is broken.
* You can't speak.
* You have Disadvantage on all Initiative rolls while Incapacitated.

### Invisible:

* You aren't affected by any effect that requires you to be seen.
* You have Advantage on any Attack rolls made while Invisible.
* All attacks against you have Disadvantage.

### Madness:

In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

#### Going Mad:

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

#### Madness Effects:

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

* A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

* A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

* A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

#### Curing Madness:

A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or Dispel Evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.

#### Short Term Madness

 21-30
 31-40
 41-50
 51-60
 61-70
 71-75
 76-80
 81-90
 91-100

### Paralyzed:

* A paralyzed creature is Incapacitated (see the condition) and can’t move or speak.
* The creature automatically fails Strength and Dexterity saving throws.
* 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.

### Petrified:

* 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.
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
* Attack rolls against the creature have advantage.
* The creature automatically fails Strength and Dexterity saving throws.
* The creature has 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.

### Poisoned:

* A poisoned creature has disadvantage on attack rolls and ability checks.

### Prone:

* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
* 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.

### Restrained:

* A Restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
* The creature has disadvantage on Dexterity saving throws.

### Stunned:

* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.

### Unconscious:

* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
* The creature drops whatever it’s holding and falls prone.
* The creature automatically fails Strength and Dexterity saving throws.
* 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.
* You're unaware of your surroundings.

### Exhaustion:

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 already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

If you exceed 10 levels of Exhaustion, you Die.