Dungeons and Dragons

Conditions

Items

  • Blinded

    Desc
    • 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.
  • Charmed

    Desc
    • 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.
  • Deafened

    Desc
    • A deafened creature can’t hear and automatically fails any ability check that requires hearing.
  • Frightened

    Desc
    • 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.
  • Grappled

    Desc
    • 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.
  • Incapacitated

    Desc
    • An incapacitated creature can’t take actions or reactions.
  • Invisible

    Desc
    • 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

    Desc
    • 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.
  • Petrified

    Desc
    • 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.
  • Poisoned

    Desc
    • A poisoned creature has disadvantage on attack rolls and ability checks.
  • Prone

    Desc
    • 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.
  • Restrained

    Desc
    • 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.
  • Stunned

    Desc
    • 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.
  • Unconscious

    Desc
    • 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.
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