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.

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. 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.

The following definitions specify what happens to a creature while it is subjected to a condition.




Berserk/Bloodlust

A Berserk/Bloodlusted creature is driven mad with blind rage/blood frenzy. The conditions are commonly due to the effects of a drug or a curse, overindulging in violence or sadism, or through fits of madness.

  • Must use Movement, Action, Bonus Actions, Reactions, and Opportunity Attacks to attack nearest creature (including allies).
  • Disadvantage on Intelligence and Wisdom ability checks and saving throws. Cannot cast or concentrate on leveled spells.
  • Immune to Charmed and Frightened.
  • Calm Emotions, any effect that suppresses/removes Charmed also ends Berserk/Bloodlust.


Blinded

  • Blind and automatically fail any ability check that requires sight.
  • Attack Rolls against have Advantage, Attack Rolls have Disadvantage.


Charmed

  • Can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • Charmer has Advantage on any ability check to interact socially with the creature.
  • Calm emotions removes Charmed condition.


Deafened

  • Can’t hear and automatically fail any ability check that requires hearing.


Frightened

  • Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
  • Can’t willingly move closer to the source of fear.
  • Calm Emotions, any effect that suppresses/removes Charmed also ends Frightened.


Grappled

  • Movement speed is 0.
  • Disadvantage on attack rolls against any target other than the grappler.
  • The grappler can drag or carry the grappled, movement speed is halved unless grappled is Tiny or at least two sizes smaller.
  • Grappled creature can use Action to make Strength (Athletics) or Dexterity (Acrobatics) check against grapplers Escape DC or against Strength (Athletics) check if no Escape DC is given. On success, grappled creature escapes. On failure, Grapple continues.
  • Condition ends if Grappler becomes Incapacitated or if distance between grappler/grappled is <5 ft.


Hallucinating

A hallucinating creature is plagued by false sensations, usually due to the effect of a drug, poison, spell, or curse.

  • Disadvantage on Attack rolls, as well as ability checks that use Intelligence, Wisdom, or Charisma.
  • May encounter false objects, creatures, or scenarios that only they can perceive, as if they were experiencing a Major Illusion spell.
  • Lesser Restoration or any other similar effect ends condition.



Ill

An Ill creature suffers from a minor, common disease that would not benefit from expanded rules or is otherwise suffering from a bout of nausea, such as from bad food or drink. 

  • Disadvantage on Strength, Dexterity, and Constitution checks and saving throws.
  • Lesser Restoration or any other similar effect ends condition.
  • Condition ends when creature finishes a Long Rest.


Incapacitated

  • No Action, Bonus Actions, or Reactions.
  • Concentration is broken.
  • Cannot speak.


Inebriated

An Inebriated creature is drunk as fuck.

  • Disadvantage on Dexterity, Wisdom, Intelligence, and Charisma ability checks and saving throws, as well as Attack rolls/Spellcasting using these abilities.
  • Advantage on Strength ability checks, saving throws, and attacks.
  • Gain Temporary Hit Points equal to level + 5 for the duration of the condition.
  • Further consumption of intoxicants requires Constitution Saving Throw, DC = 10 + 2 x Exhaustion. On failure, gain level of Exhaustion. On save, remove one level of Exhaustion.
  • Condition ends after a Long Rest.


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 approximate location can be detected by any noise it makes or any tracks it leaves.

  • Not affected by any effect that requires a target to be seen.
  • Advantage on Initiative rolls.
  • Attacks against have Disadvantage and Attack Rolls have Advantage. These effects do not apply to creatures with Blindsight or Truesight.


Paralyzed

  • Gain Incapacitated condition.
  • Movement speed is 0.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against have Advantage.
  • Any attack that hits is a Critical Hit, if made within 5 feet.


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.

  • Can’t move or speak, and unaware of surroundings.
  • Gain Incapacitated condition.
  • Attack rolls against have Advantage.
  • Automatically fail Strength and Dexterity saving throws.
  • Resistance to all damage.
  • Immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.


Poisoned

  • Disadvantage on Attack Rolls and Ability Checks.


Prone

  • Only movement is crawl, unless it stands up and thereby ends the condition.
  • Disadvantage on Attack rolls.
  • Melee Attack rolls against have Advantage. +1 AC against ranged and light-of-sight based spells.


Restrained

  • Movement speed = 0.
  • Attack rolls against have Advantage, Attack rolls have Disadvantage.
  • Disadvantage on Dexterity saving throws.


Stunned

  • Gain Incapacitated condition.
  • Automatically fail Strength and Dexterity saving throws.
  • Attack rolls against have Advantage.


Unconscious

  • Gain Incapacitated and Prone conditions.
  • Movement speed = 0.
  • Automatically fail Strength and Dexterity saving throws.
  • Completely unaware of surroundings.


Well-Fed

  • A Well-Fed creature has had a particularly delicious and healthy meal.
  • Gain Temp HP equal to Hit Die + Constitution Modifier.


Well-Hydrated

  • A Well-Hydrated creature has quaffed a beverage of particularly high quality.
  • Boon follows Bardic Inspiration mechanic, but Well-Hydrated Die expires after 24 hours.
  • Well-Hydrated Die received is determined by Constitution Modifier, as follows.

0 = d4 (minimum)

+1 = d6

+2 = d8

+3 = d10

+4 = d12

+5 = d20


Well-Rested

  • A Well-Rested creature has had a particularly comfortable and restful rest, outside of the uncertainty of the wild.
  • Boon follows Luck Point mechanic, but Well-Rested Points expire after 24 hours.
  • Gain Well-Rested Points equal to Constitution Modifier (minimum 1)