Conditions

Resting

Conditions alter a creature’s capabilities in a variety of ways and arise as a result of a spell or other effect. Most conditions, such as blinded and deafened, are impariments, but a few, such as incorporeal and invisible, can be advantageous.

Blinded

  • A blinded creature automatically fails any ability check that involves sight.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Charmed

  • A charmed creature cannot 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.

Deafened

  • A deafened creature automatically fails any ability check that involves hearing.

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 cannot willingly move to a position where it would end a turn closer to the source of its fear than where it started.

Incorporeal

  • An incorporeal creature has resistance against nonmagical damage, and the creature’s targets have resistance against its nonmagical damage.
  • The creature can move through an object or another creature, but can’t stop there.

Intoxicated

  • An intoxicated creature has disadvantage on attack rolls and ability checks.
  • To cast a spell, the creature must first succeed on a DC 10 Constitution check. Otherwise, the spellcasting action is wasted, but the spell is not.

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.

Paralyzed

  • A paralyzed creature cannot move, speak, or take any action that is not purely mental. It drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has disadvantage, unless the attacker is within 5 feet of the prone creature.

Restrained

  • A restrained creature’s speed becomes 0, and it cannot benefit from bonuses 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.

Stunned

  • A stunned creature cannot move or take actions.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • An unconscious creature drops whatever it’s holding and falls prone.
  • The creature cannot move, take actions, or perceive its surroundings.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Conditions

Making Port O'nor DM_Eric