Conditions

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

Conditions do not stack.

### ADVANTAGE

* Creatures with advantage gain a bonus to their attack damage equal to their proficiency bonus.

### DISADVANTAGE

* Creatures with disadvantage suffer a penalty to their attack damage equal to their proficiency bonus.

### 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.

### FRIGHTENED

* A frightened creature has disadvantage on ability checks and attacks 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

* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* The condition ends if the grappler is incapacitated (see the condition).
* The condition also ends if an effect moves the grappled creature from the reach of the grappler or grappling effect (ex. knockback).

### INCAPACITATED

* An incapacitated creature can’t take actions.

### INVISIBLE

* An invisible creature is impossible to see without the aid of a miracle or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
* Attacks against the creature have disadvantage, and the creature’s attacks have advantage.

### PARALYZED

* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
* The creature automatically fails Strength and Dexterity saving throws.
* Attacks against the creature have advantage.
* Any standard attack that hits the creature has its base damage value doubled if the attacker is within 5ft 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.
* Attacks against the creature have advantage.
* The creature automatically fails Strength and Dexterity saving throws.
* The creature halves all damage taken.
* 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 attacks and ability checks.

### PRONE

* A prone creature’s only movement option is to crawl, unless it uses 10ft of movement to stand up and thereby end the condition.
* The creature has disadvantage on attacks.
* Attacks against the creature have advantage if the attacker is within 5 feet of the creature. Otherwise, attacks have disadvantage.

### RESTRAINED

* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* Attacks against the creature have advantage, and the creature’s attacks 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.
* Attacks 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.
* Attacks against the creature have advantage.
* Any standard attack that hits the creature has its base damage value doubled if the attacker is within 5ft of the creature.