Conditions Quick Ref

At-a-glance summary of all 15 conditionsSynthesized from SRD

Conditions Quick Reference

ConditionKey Effects
BlindedCan't see, auto-fail sight checks. Attacks against you have Advantage, yours have Disadvantage.
CharmedCan't attack or harm the charmer. Charmer has Advantage on social checks against you.
DeafenedCan't hear, auto-fail hearing checks.
ExhaustionCumulative levels (1-6). Each level: -2 to D20 Tests, -5 ft Speed. Level 6 = death. Long Rest removes 1 level.
FrightenedDisadvantage on attacks/checks while source is visible. Can't willingly move closer to source.
GrappledSpeed 0. Disadvantage on attacks against non-grappler. Grappler can drag you (costs extra movement).
IncapacitatedNo actions, Bonus Actions, or Reactions. Concentration broken. Can't speak. Disadvantage on Initiative.
InvisibleAdvantage on Initiative. Can't be targeted by sight-required effects. Attacks against you have Disadvantage, yours have Advantage.
ParalyzedIncapacitated + Speed 0. Auto-fail Str/Dex saves. Attacks against you have Advantage. Hits within 5 ft are crits.
PetrifiedTurned to stone, Incapacitated, Speed 0. Auto-fail Str/Dex saves. Resistance to all damage. Immune to Poisoned.
PoisonedDisadvantage on attacks and ability checks.
ProneMust crawl or spend half Speed to stand. Disadvantage on attacks. Attacks within 5 ft have Advantage; beyond have Disadvantage.
RestrainedSpeed 0. Attacks against you have Advantage, yours have Disadvantage. Disadvantage on Dex saves.
StunnedIncapacitated. Auto-fail Str/Dex saves. Attacks against you have Advantage.
UnconsciousIncapacitated + Prone, drop items. Speed 0. Auto-fail Str/Dex saves. Attacks have Advantage, hits within 5 ft are crits.

For full definitions, see the main Rules Glossary.

On this page