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. You can't, for example, become more blind if you're already blind.
The following definitions specify what happens to a creature while it is subjected to a condition.
A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a curse, or a creature associated with madness.
A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random.
A berserk creature has disadvantage on Wisdom ability checks and saving throws.
A berserk creature automatically fails Intelligence ability checks and saving throws, and can't cast or concentrate on spells.
A berserk creature is immune to the charmed and frightened conditions.
The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.
Creatures that are immune to the charmed condition are also immune to the berserk condition. A calm emotions spell or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
A blind 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.
A creature or object that comes under the effect of the burning condition may feel an agonizing pain in the area affected as well as flames catching onto them. The burning creature takes 10% of the initial fire damage they were dealt at the start of each of their turns as fire damage for a number of rounds equal to 10% of the damage dealt, rounded down. This effect can be hindered by environmental conditions such as rain and creatures affected can end the condition on them by taking an action to pat out the flames.
The burning condition can be applied with powerful flames such as those created by a fireball spell, or meteor swarm.
Creatures that are immune to fire damage are immune to this condition.
A creature that comes under the effect of the burnt condition takes one of the three degrees of this condition based on the amount of fire damage they took equal to their maximum hit points. When you take a degree of burnt you take all lower degrees of burn. For example, if you had 100 hit points and took 51 fire damage, you would be affected by second and first-degree.
First Degree: 25%: Your skin becomes bright pink or very red. You have disadvantage on your attack rolls. You have disadvantage on Charisma checks.
Second Degree: 50%: Your skin becomes red as blisters begin to form on the affected area. You have disadvantage on Dexterity saving throws and ability checks. Your speed is also halved.
Third Degree: 75%: Your skin is seared black as the fire nearly consumes you. Make a Constitution saving throw, or the pain becomes too much to handle and you pass out for an hour, falling prone and becoming unconscious. On a successful save, you are not affected.
Healing via magic reduces your burned level by one per each 25% of your hit points it heals. Healing via natural means recovers one level per long rest, provided that the creature has also ingested some food and drink. Spells like lesser restoration can remove one level of this condition, while something like greater restoration can remove it all at once.
Creatures that are immune to fire damage are immune to this condition, while creatures that are resistant to fire damage require 25% more of their hit point maximum to be affected by a level. For example, if a creature has resistance to fire damage and 50% of its hit point maximum was just taken in fire damage it would have the first-degree burnt condition.
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.
When a creature is hit by an attack that inflicts Cold damage or it spends too much time in a cold environment, before applying the Frozen Condition effects, this condition is applied. This condition affects the creature's stamina and body movements, causing shivering and numbness.
The creature's speed is halved.
The creature has disadvantage on Strength and Dexterity saving throws and ability checks.
Creatures that are immune or resistant to Cold damages and cold effects are not affected by this condition. Furthermore, this condition is not applied to those creatures that do not need stamina for their movements or their actions.
A creature of evil alignment that comes under the effect of the cleanse condition feels an agonizing sense of burning in the area affected as well as white steam can be seen emanating from them. The cleansed creature has disadvantage on attack rolls, and ability checks, and takes 1d6 radiant damage at the start of each of its turns. This effect ends after 1d4 rounds.
The cleansed condition can be applied with holy substances such as holy water, in addition celestials have the ability to apply such an effect.
Creatures that are not of evil alignments are immune to this condition.
The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses their Dexterity bonus.
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.
A deaf creature can't hear and automatically fails any ability check that requires hearing.
When a living creature finishes a long rest in a necropolis domain, for example, it gains levels of decaying, a condition that causes it to rot away as though it were dead. The decaying condition is measured in six levels. If an already decaying creature suffers another effect that causes decaying, its current level of decaying increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of decaying as well as all lower levels. When an affected creature finishes a long rest outside of the domain, its level of decaying is reduced by one. Other methods of removing decaying exist, though the nature of such is determined by the DM.
Effect
- Disadvantage on Charisma ability checks
- Vision reduced to 60 ft.
- Deafened
- Movement reduced to half.
- Hit point maximum halved
- Death
The subject of this condition is filled with doubt, hopelessness or sadness.
A demoralized creature had disadvantage on Ability Checks and Attack rolls.
A demoralized creature cannot benefit from any effect that proves bravery or hope but such effect suppresses the detriment from this condition.
This condition represents a sense of overwhelming hopelessness or depression. Any effect that grants a creature advantage on saving throws against being frightened also grants advantage on saving throws against becoming despondent; similarly, a creature immune to being charmed is immune to being despondent.
Casting lesser restoration on an affected creature ends this condition.
A despondent creature can’t have advantage on ability checks to interact socially.
The creature does not add its proficiency bonus to its attack rolls or ability checks.
Dominate beast or dominate monster spells can inflict the dominated condition.
A dominating source takes total and precise control of the dominated creature.
A dominated creature only takes actions that the dominating source chooses and doesn’t do anything that the source doesn’t allow.
A doomed creature has disadvantage on death saving throws.
When one or more dice are rolled to restore hit points to a doomed creature, instead the creature uses the lowest number possible for each die.
A dulled creature has disadvantage on Intelligence, Wisdom and Charisma ability checks.
Other creatures have advantage on Intelligence, Wisdom, and Charisma saving throws against the dulled creature’s spells and effects.
The character gains one or more negative levels; if the subject has at least as many negative levels as Hit Dice, he dies. For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make an INT check or lose the spell.
An entombed creature is encased in some nearly solid substance (like earth or ice etc.), which surrounds the creature with an AC of 5 and 30 hit points. When the creature is no longer encased in the substance, the condition ends.
The creature’s speed is 0, and it cannot take actions other than attempting to break free. A creature attempting to break free must attempt a Strength ability check; on a success, the condition ends.
The creature is immune to all damage except psychic damage and any applicable associated damage types (for example, if entombed in ice, the damage type would be cold).
When a euphoric creature feels pain, it instead feels pleasure.
When a euphoric creature attempts an attack roll, saving throw, or ability check, it can add 1d4 to the result of the roll.
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.
Effect
- Disadvantage on ability checks
- Speed halved
- Disadvantage on attack rolls and saving throws
- Hit point maximum halved
- Speed reduced to 0
- Death
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.
A creature suffers the effect of its current level of exhaustion 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. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
A fatigued creature suffers a -2 penalty to attack rolls, ability checks, and saving throws.
If an already fatigued creature suffers another effect that causes it be become fatigued, its suffers an additional -2 penalty on attack rolls, ability checks, and saving throws, and so on, up to six times.
Ending this condition removes all penalties at once.
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.
When a creature takes cold damage that is equal to more than 30% of its max hit points, they become frozen.
A frozen creature has been in contact with extreme cold. When a creature is frozen, they are petrified although they are still aware of their surroundings, and if they remain in this condition for more than 3 turns, they take 1d6 cold damage at the beginning of every turn they remain frozen past the third, a creature reduced to 0 hit points from this damage is stable but rolls death saving throws as soon as they lose this condition.
Any creature affiliated with fire (such as fire elementals and the like), as well as creatures that are immune to cold damage, are immune to this condition.On each of their turns, the creature can make a Strength saving throw, breaking out on a success.
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 removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by a magical spell.
A hallucinating creature is plagued by false sensations, usually due to the effect of a drug or poison.
A hallucinating creature has disadvantage on attack rolls, as well as ability checks that use Intelligence, Wisdom, or Charisma.
The affected creature encounters false objects and scenarios, treating them as if they were real, but only that creature can perceive them.
A hidden creature is one that is both unseen and unheard. After you make an attack, you lose the hidden condition regardless if the attack hits or misses. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
An incapacitated creature can't take actions or reactions.
Intoxication is measured in four levels. An effect can give a creature one or more levels of intoxicated, as specified in the effect’s description. Most often the sources of intoxication are alcoholic drinks, which inflict a level of the condition when a creature consuming them fails a Constitution saving throw. A stronger drink may well have penalties to the saving throw. If an already intoxicated creature benefits from another effect that causes intoxication, its current level of intoxication increases by the amount specified in the effect’s description.A creature suffers from the effects of its current level of intoxication as well as all lower levels. For example, a creature suffering from two levels of intoxication have disadvantage on Dexterity saving throws and ability checks, cannot concentrate on spells or effects, and have disadvantage on Charisma ability checks. When a creature benefits from a long rest, it reduces its intoxicated levels by two, with all intoxicated levels effects ending if a creature’s intoxication level is reduced below one.
Effect
- (Tipsy) Disadvantage on Dexterity saving throws and ability checks.
- (Drunk) Cannot concentrate on spells or effects and has disadvantage on Charisma ability checks.
- (Smashed) Falls prone and cannot stand up from prone. If the creature is immune to the prone condition, its speed is instead halved.
- (Done) Falls unconscious for 8 hours, during which time it takes a long rest.
An invisible creature is impossible to see without the aid of magic or a special sense. The creature's location can otherwise only be detected by any noise it makes or any tracks it leaves.Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
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.
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.
A poisoned creature has disadvantage on attack rolls and ability checks, in addition to the effects of the poison itself.
Creatures like ghosts and intellect devourers can inflict the possessed condition, as well as Possession spells.
A possessed creature is incapacitated (see the condition) and loses control over its body to the possessing creature.
A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition (this is the creatures' move for the round).
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.
A rasped character is assailed by tiny particles of stone that wear down flesh and armor alike. A rasped character takes 1d4 bludgeoning damage at the beginning of its turn and that creature's AC is temporarily reduced by 2 for the duration.
Sandstorms, vortexes and other similar effects created either naturally or by magic and such can apply this condition as long as the creature is within the area of effect or the duration of the spell continues to affect them. The minimum duration this condition can be applied for is 1 round.
Creatures that are immune to bludgeoning damage or made from a substance that would cancel this effect like a vapor or magma are immune to this condition.
Some beneficial consumables and rejuvenating environments, such as hot springs or good food, can cause a special condition called relaxation. Relaxation is measured in three levels. An effect can give a creature one or more levels of relaxation, as specified in the effect’s description.
If a creature is already benefiting from a level of relaxation and experiences another effect that causes relaxation, its current level of relaxation increases by the amount specified in the effect’s description.Effect
- The creature’s current hit points and hit point maximum are increased by an amount equal to the creature’s Constitution score.
- The creature gains advantage in attack, damage and saving throws.
- The creature gains a bonus of 1 to attack, damage and saving throws.
A creature benefits from the effects of its current level of relaxation as well as all lower levels. For example, a creature benefiting from two levels of relaxation has its hit points and hit point maximum increased by an amount equal to the creature’s Constitution score. Additionally, it gains advantage in attack, damage and saving throws.
An effect that causes exhaustion reduces a creatures levels of relaxation equal to the levels of exhaustion caused, with all relaxation effects ending if a creature’s relaxation level is reduced below one.
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.
After witnessing a particularly gruesome scene and failing a saving throw, a character may become shaken. A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.
A shocked creature can’t take actions until the end of its next turn.
A sick creature suffers from a minor, common disease that would not benefit from expanded rules or is otherwise suffering from a bout of nausea, such as from bad food or fear.
A sick creature has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
Common sources of this condition include spending a long time in an unclean place, such as sewers. They may attempt a Constitution saving throw at the end of each long rest, ending this effect on a success.
A slowed creature can not move as quickly as it otherwise could, either through mundane or magical means.
A slowed creature has its speed halved.
Slowed creatures have their AC reduced by 2 while they are slowed, and have disadvantage on Dexterity saving throws.
Slowed creatures can only make one attack per turn.
Outside of spells, creatures are typically slowed by deep areas of water, sand, snow, or vegetation, typically losing the condition when they leave the area.
The creature is overcome with shaking and has disadvantage on Strength and Dexterity saving throws and checks and attack rolls that use either ability.
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.
An unconscious creature is incapacitated, 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
A weakened creature's Strength has been sapped. The weakened condition can be applied by poison or necrotic attacks, or by a curse. Attacks which drain a creature's "life force" are likely to inflict the condition as well.
A weakened creature deals only half damage with melee attacks and has disadvantage on Strength and Dexterity checks.
A weakened creature's speed is reduced by 10 feet, to a minimum of half its base speed.
The creature must succeed on a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Creatures that are immune to the poisoned or the exhaustion conditions are also immune to the weakened condition.
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