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140 lines
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7.7 KiB
Markdown
140 lines
No EOL
7.7 KiB
Markdown
---
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obsidianUIMode: preview
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cssclasses: json5e-note
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tags:
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- compendium/src/5e/phb
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aliases: ["Conditions"]
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---
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# Conditions
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## Blinded
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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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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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## Concentration
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_Source: SRD / Basic Rules_
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Some spells require you to maintain [concentration](rules/conditions.md#concentration) in order to keep their magic active. If you lose [concentration](rules/conditions.md#concentration), such a spell ends.
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If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
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Normal activity, such as moving and attacking, doesn't interfere with [concentration](rules/conditions.md#concentration). The following factors can break [concentration](rules/conditions.md#concentration):
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- **Casting another spell that requires concentration.** You lose [concentration](rules/conditions.md#concentration) on a spell if you cast another spell that requires [concentration](rules/conditions.md#concentration). You can't concentrate on two spells at once.
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- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your [concentration](rules/conditions.md#concentration). The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
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- **Being incapacitated or killed.** You lose [concentration](rules/conditions.md#concentration) on a spell if you are [incapacitated](rules/conditions.md#incapacitated) or if you die.
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The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain [concentration](rules/conditions.md#concentration) on a spell.
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## Deafened
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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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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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^level-effect
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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. Also, being raised from the dead reduces a creature's exhaustion level by 1.
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## Frightened
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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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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](rules/conditions.md#incapacitated).
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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 [thunderwave](compendium/spells/thunderwave.md) spell.
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## Incapacitated
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_Source: SRD / Basic Rules_
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- An incapacitated creature can't take actions or reactions.
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## Invisible
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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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- A paralyzed creature is [incapacitated](rules/conditions.md#incapacitated) 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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_Source: SRD / Basic Rules_
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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](rules/conditions.md#incapacitated), 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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_Source: SRD / Basic Rules_
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- A poisoned creature has disadvantage on attack rolls and ability checks.
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## Prone
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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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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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_Source: SRD / Basic Rules_
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- A stunned creature is [incapacitated](rules/conditions.md#incapacitated), 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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_Source: SRD / Basic Rules_
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- An unconscious creature is [incapacitated](rules/conditions.md#incapacitated), 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](rules/conditions.md#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. |