Conditions


Blinded

  • Can't See: You can't see and automatically fails any ability check that requires sight.
  • Attacks Affected: Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

Charmed

  • Can't Harm the Charmer: You can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • Social Advantage: The charmer has Advantage on any ability check to interact socially with you.

Dazed (Homebrew)

  • Daze: You can choose to do 1 of Move, Action, Bonus Action, or Reaction per turn.
  • No Concentration: Your concentration is broken.
  • Speech Impaired: You can speak only falteringly.
  • Surprised: If you're dazed when you roll initiative, you have Disadvantage on that roll.
  • Saving Throws Affected: You have Disadvantage on STR and DEX saving throws.
  • Attacks Affected: Attack rolls against you has Advantage.

Deafened

  • Can't Hear: You can't hear and automatically fails any ability check that requires hearing.

Frightened

  • Rolls Affected: You have Disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
  • Can't Approach: You can't willingly move closer to the source of your fear.

Grappled

  • Speed 0: Your speed becomes 0, and can't be increased.
  • Attacks Affected: You have Disadvantage on attack rolls against any target other than the grappler.
  • Movable: The grappler can drag or carry you, but every foot of movement costs it 1 extra foot unless the you are tiny or two or more sizes smaller than the grappler.
  • End Conditions: The condition ends if the grappler is incapacitated or an effect removes you from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Incapacitated

  • Inactive: You can't take Actions, Bonus Actions, or Reactions.
  • No Concentration: Your concentration is broken.
  • Speechless: You can't speak.
  • Surprised: If you're incapacitated when you roll initiative, you have Disadvantage on that roll.
  • Hint: You still have the ability to walk, see, and hear.

Invisible

  • Surprise: If you're invisible when you roll initiative, you have Advantage on the roll.
  • Concealed: You aren't affected by any effect that requires its target to be seen unless the effect's creator can someehow see
  • Attacks Affected: Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
  • Unseen: You are impossible to see without the aid of magic or a special sense. For the purpose of hiding, you are heavily obscured. Your location can be detected by any noise or tracks you leave.

Paralyzed

  • Incapacitated: You are incapacitated.
  • Speed 0: Your speed is 0 and can't increase.
  • Saving Throws Affected: You automatically fail STR and DEX saving throws.
  • Attacks Affected: Attack rolls against you have Advantage.
  • Automatic Critical: Any attacks that hit you are critical hit if the attacker is within 5 feet of you.

Petrified

  • Turned to Stone: You are transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone.) Your weight increase by a factor of 10, and it ceases aging.
  • Incapacitated: You are incapacitated.
  • Speed 0: Your speed is 0 and can't increase.
  • Attacks Affected: Attack rolls against you have Advantage.
  • Saving Throws Affected: You automatically fail STR and DEX saving throws.
  • Resistant: You are resistance to all damage.
  • Poison Immunity: You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
  • Hint: You still have the ability to see and hear.

Poisoned

  • Ability Check Affected: You have Disadvantage on attack rolls.
  • Attack Affected: You have Disadvantage on ability checks.

Prone

  • Restricted Movement: Your only movement options are to crawl or to spend half your speed (round down) to stand up, thereby ending the condition.
  • Attacks Affected: You have Disadvantage on attack rolls. An attack roll against you have Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.

Restrained

  • Speed 0: Your speed is 0, and can't be increased.
  • Attacks Affected: Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
  • Saving Throws Affected: You have Disadvantage on DEX saving throws.

Slowed

  • Slow: You can choose to either have an Action or Bonus Action.
  • Attacks Affected: You can only make 1 melee or ranged attack each turn.
  • No Reaction: You cannot use your Reaction.
  • Half Speed: Your speed is halved.
  • Lowered AC: -2 to your AC.
  • Saving Throws Affected: -2 to your DEX saving throws.
  • Casting Spell: If you attempt to cast a spell with a casting time of 1 Action, roll 1D20. On 11 or higher, the spell doesn't take effect until your next turn, and must use its Action on that turn to complete the spell. If you can't, the spell is wasted.

Stunned

  • Incapacitated: You have the Incapacitated condition.
  • Saving Throws Affected: You automatically fail STR and DEX saving throws.
  • Attacks Affected: Attack rolls against you has Advantage.

Unconscious

  • Inert: You are incapacitated, fall prone, and you drop whatever you're holding. When this condition ends, you remain prone.
  • Unaware: You are unaware of your surroundings.
  • Speed 0: Your speed is 0 and can't increase.
  • Attacks Affected: Attack rolls against you have Advantage.
  • Saving Throws Affected: You automatically fail STR and DEX saving throws.
  • Automatic Critical: Any attack that hits you is a critical hit if the attacker is within 5 feet of you.


Exhausted

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 ten levels. An effect can give you one or more levels of exhaustion, as specified in the effect's description.

1 -1 all D20 Rolls and Spell Save DC
2 -2 all D20 Rolls and Spell Save DC and -5 feet of movement
3 -3 all D20 Rolls and Spell Save DC and -5 feet of movement
4 -4 all D20 Rolls and Spell Save DC and -10 feet of movement
5 -5 all D20 Rolls and Spell Save DC and -10 feet of movement
6 -6 all D20 Rolls and Spell Save DC and -15 feet of movement
7 -7 all D20 Rolls and Spell Save DC and -15 feet of movement
8 -8 all D20 Rolls and Spell Save DC and -20 feet of movement
9 -9 all D20 Rolls and Spell Save DC and -20 feet of movement
10 Death

When recovering from death saving throws you gain 1 level of exhaustion.

You suffer the effect of your current level of exhaustion only. Each level shows the cumulative effects. An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if your exhaustion level is reduced below 1.

You can use 1 hit dice on a short rest to lose a level of exhaustion.

Finishing a long rest reduces your exhaustion by 1, provided that you have also ingested enough food and drink. Having at least 1 hit dice left removes another level of exchaution. Then regains half your hit dice.

If you ingest half the amount of food and drink required for a day, you cannot reduce your exhaustion level until you start eating fully again.

If you do not ingest any food or drink in a day, you cannot reduce your exhaustion level until you start eating again for however many days you didn't eat. After 3 consecutive days of not eating, you will gain a level of exhaustion each day.