| Blinded |
* A blinded creature can’t see and automatically fails any ability check that requires sight. * Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. |
Paralyzed |
* A paralyzed creature is incapacitated (see the condition) and can’t move or speak. * The creature automatically fails Strength and Dexterity Saving Throws. * Attack rolls against the creature have advantage. * Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |
| Charmed |
* A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. * The charmer has advantage on any ability check to interact socially with the creature. |
Petrified |
* 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. * The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. * Attack rolls against the creature have advantage. * The creature automatically fails Strength and Dexterity Saving Throws. * The creature has Resistance to all damage. * The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. |
| Deafened |
* A deafened creature can’t hear and automatically fails any ability check that requires hearing.
| Poisoned |
A poisoned creature has disadvantage on Attack rolls and Ability Checks.
|
| Frightened |
* A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. * The creature can’t willingly move closer to the source of its fear. |
Prone |
* A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. * The creature has disadvantage on Attack rolls. * An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. |
| Grappled |
* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. * The condition ends if the Grappler is incapacitated (see the condition). * 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 spell. |
Restrained |
* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. * Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. * The creature has disadvantage on Dexterity Saving Throws. |
| Incapacitated |
* An incapacitated creature can’t take Actions or reactions.
| Stunned |
* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity Saving Throws.
* Attack rolls against the creature have advantage. |
| Invisible |
* 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. * Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage. |
Unconscious |
* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
*The creature drops whatever it’s holding and falls prone.
*The creature automatically fails Strength and Dexterity Saving Throws.
*Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. |