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100 lines
6.1 KiB
Markdown
Executable file
100 lines
6.1 KiB
Markdown
Executable file
---
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title: Conditions
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---
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[TOC]
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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.
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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.
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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.
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The following definitions specify what happens to a creature while it is subjected to a condition.
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### Blinded
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* A blinded creature can’t see and automatically fails any ability check that requires sight.
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* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
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### Charmed
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* A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
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* The charmer has advantage on any ability check to interact socially with the creature.
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### Deafened
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* A deafened creature can’t hear and automatically fails any ability check that requires hearing.
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### Exhaustion
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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.
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| Level | Effect |
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|-------|------------------------------------------------|
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| 1 | Disadvantage on ability checks |
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| 2 | Speed halved |
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| 3 | Disadvantage on attack rolls and saving throws |
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| 4 | Hit point maximum halved |
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| 5 | Speed reduced to 0 |
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| 6 | Death |
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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.
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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.
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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.
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Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
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### Frightened
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* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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* The creature can’t willingly move closer to the source of its fear.
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### Grappled
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* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
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* The condition ends if the grappler is incapacitated (see the condition).
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* 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 the *thunder-wave* spell.
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### Incapacitated
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* An incapacitated creature can’t take actions or reactions.
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### Invisible
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* An invisible creature is impossible to see without the aid of magic 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.
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* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
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### Paralyzed
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* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
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* The creature automatically fails Strength and Dexterity saving throws.
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* Attack rolls against the creature have advantage.
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* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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### Petrified
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* 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.
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* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
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* Attack rolls against the creature have advantage.
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* The creature automatically fails Strength and Dexterity saving throws.
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* The creature has resistance to all damage.
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* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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### Poisoned
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* A poisoned creature has disadvantage on attack rolls and ability checks.
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### Prone
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* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
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* The creature has disadvantage on attack rolls.
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* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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### Restrained
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* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
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* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
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* The creature has disadvantage on Dexterity saving throws.
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### Stunned
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* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
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* The creature automatically fails Strength and Dexterity saving throws.
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* Attack rolls against the creature have advantage.
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### Unconscious
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* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
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* The creature drops whatever it’s holding and falls prone.
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* The creature automatically fails Strength and Dexterity saving throws.
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* Attack rolls against the creature have advantage.
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* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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