Conditions
A condition lasts either until it is removed, or for a duration specified by the effect that imposed the condition. Conditions may specify their own rules on how they can be removed.
Some conditions can be gained multiple times, while others cannot. If a condition does not specify otherwise and it is gained more than once, each instance of the condition has its own duration, but the effect is only applied once.
Angry
The Angry condition represents extreme frustration or hatred that clouds one’s thinking.
- An Angry creature suffers disadvantage on all Wisdom-based checks.
A creature can become Angry more than once, but only once from each source.
Blinded
The Blinded condition represents temporary or permanent impairment to a sense. When a creature becomes Blinded, the imposing effect may specify which sense it blinds (tremorsense, sphynxvision, truevision), but if it does not, it is referring to vision & darkvision.
- A Blinded creature automatically fails all checks that require the affected sense.
- A Blinded creature suffers disadvantage on all checks that would normally require the affected sense but can be done to some extent without it.
A creature can become Blinded more than once, as long as a different sense is affected each time.
Charmed
The Charmed condition represents strong but unsafe positive emotions, such as infatuation or idolization, either natural or artificially induced by magical means.
- A Charmed creature can't willingly harm the source of the condition.
- A Charmed creature suffers disadvantage on all Resolve and Wisdom-based checks against the source of the condition.
A creature can become Charmed more than once, but only once from each source.
Crippled
The Crippled condition represents severe physical impairment.
- A Crippled creature suffers disaster on all Strength-based checks on a natural result of 1–2.
A creature can become Crippled more than once. If a creature has more than one level of the Crippled condition, the range for disaster increases by 1 for each level (e.g. 4 levels of crippled triggers disaster on a natural result of 1–5).
Deafened
The Deafened condition represents temporary or permanent impairment to hearing.
- A Deafened creature can't hear and automatically fails all checks that require hearing.
Exhausted
The Exhausted condition represents severe fatigue and strain not expressible through damage.
- An Exhausted creature suffers disadvantage on all checks.
A creature can gain up to five levels of Exhaustion, past which the creature dies.
A creature recovers from one level of Exhaustion each time it completes a long rest.
Frightened
The Frightened condition represents overwhelming fear.
- A Frightened creature suffers disadvantage on all checks while the source of the condition is within line of sight.
- A Frightened creature can't willingly move closer to the source of the condition.
A creature can be frightened up to twice from each source. If a creature is frightened twice from the same source, it becomes Paralyzed for the duration as well.
Invisible
The Invisible condition represents an inability to be seen.
- An invisible creature cannot be seen with senses other than tremorsense and truevision.
- An invisible creature gains advantage on Evade and Stealth checks against creatures that can't see the invisible creature.
Paralyzed
The Paralyzed condition represents an inability to move.
- A Paralyzed creature cannot move, speak, take actions or reactions.
- A Paralyzed creature automatically fails Strength-based checks unless the other party rolls disaster. When a Paralyzed creature fails a Strength-based check, their margin of failure is 10.
Petrified
Poisoned
Prone
The Prone condition represents a low stance, either from laying down or getting knocked over.
- A Prone creature’s only movement option is to crawl. Every foot of movement in this way costs 1 extra foot.
- A Prone creature gains advantage on Stealth checks.
- A Prone creature suffers disadvantage on attack rolls and Reflex checks against creatures less than 15 feet away, but gains advantage on attack rolls and Reflex checks against creatures 15 or more feet away.
A creature can willingly become Prone at the cost of 5 feet of movement, or end the Prone condition on itself by standing up at the cost of half their movement.
Restrained
The Restrained condition represents being limited or otherwise bound, being unable to move.
- A Restrained creature cannot move.
- A Restrained creature automatically fails Strength-based checks unless the other party rolls disaster. When a Restrained creature fails a Strength-based check, their margin of failure is 5.
Sick
The Sick condition represents a physical disorder, such as an infection or illness.
- A Sick creature suffers disadvantage on all Vitality-based checks.
A creature can gain up to five levels of Sickness, past which the creature dies.
Stunned
The Stunned condition represents being staggered or in shock.
- A Stunned creature’s only movement option is to stumble. Every foot of movement in this way costs 1 extra foot.
- A Stunned creature can't take reactions, and can speak only falteringly.
- A Stunned creature suffers disadvantage on Strength-based checks.
Traumatized
The Traumatized condition represents severe emotional impairment.
- A Traumatized creature suffers disaster on all Resolve-based checks on a natural result of 1–2.
A creature can become Traumatized more than once. If a creature has more than one level of the Traumatized condition, the range for disaster increases by 1 for each level (e.g. 4 levels of traumatized triggers disaster on a natural result of 1–5).
Unconscious
The Unconscious condition represents total mental shutdown, as if asleep.
- An Unconscious creature can’t move, speak, take actions or reactions.
- An Unconscious creature is not aware of its surroundings.
- An Unconscious creature automatically fails Strength-based checks unless the other party rolls disaster. When an Unconscious creature fails a Strength-based check, their margin of failure is 10.
- When a creature becomes Unconscious, it loses concentration on all spells, drops whatever it is holding and falls to the ground, becoming Prone.