D&D 5e Conditions Explained: Quick Visual Reference
D&D 5e Conditions Explained
Blinded
What it does: A blinded creature can't see, automatically failing any ability check that requires sight. Attack rolls against the blinded creature have advantage, and the blinded creature's attack rolls have disadvantage.
Common sources: Blindness/Deafness, Fog Cloud, Darkness, Faerie Fire, or being covered by an opaque object.
How to end it: Remove the source of blindness (wipe away the substance, move out of fog, dispel the spell, etc.). Some spells like Greater Restoration can cure it instantly.
Charmed
What it does: A charmed creature can't attack the charmer or target the charmer with harmful abilities. The charmer has advantage on ability checks to interact socially with the charmed creature, but other creatures gain advantage on saving throws against effects that would sense the charmed creature's emotions.
Common sources: Charm Person, Suggestion, Hold Person, fey magic, or a vampire's charm ability.
How to end it: The condition ends if the charmer harms the charmed creature. It also ends if the charmed creature takes damage from a source other than the charmer. Otherwise, it lasts until the spell ends or the creature finishes a short or long rest.
Deafened
What it does: A deafened creature can't hear and automatically fails ability checks that require hearing.
Common sources: Blindness/Deafness, Silence, very loud noises, or being underwater without special adaptations.
How to end it: Remove the source of deafness. The condition ends naturally when the cause is removed. Greater Restoration can cure it if permanent.
Exhaustion
What it does: Exhaustion has six levels. At level 1, disadvantage on ability checks. Level 2 adds disadvantage on attack rolls and saving throws. Level 3 reduces hit point maximum by half. Level 4 halves speed. Level 5 reduces hit point maximum to 1. Level 6 causes death. Each level stacks.
Common sources: Forced marching without rest, Sickening Radiance, extreme temperatures, or failed death saving throws.
How to end it: A creature removes one level of exhaustion after finishing a long rest. Some spells like Greater Restoration remove one level instantly.
Frightened
What it does: 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 move closer to the source of its fear.
Common sources: Fear, Cause Fear, Phantasmal Killer, or encountering something terrifying.
How to end it: The condition ends if the creature can't see the source of its fear. It ends after finishing a long rest, or if the source is defeated or moves out of sight.
Grappled
What it does: A grappled creature's speed becomes 0, and it can't benefit from bonuses to speed. The condition ends if the grappler becomes incapacitated, or if the grappled creature is moved more than 5 feet away from the grappler.
Common sources: A creature using the Grapple action in combat, Hold Person, monster abilities, or being restrained by rope.
How to end it: Escape the grappler using an Athletics check opposed by the grappler's Athletics or Acrobatics. Breaking free from physical restraints also ends it.
Incapacitated
What it does: An incapacitated creature can't take actions or bonus actions.
Common sources: Hold Person, petrification spells, being unconscious, being stunned, or being paralyzed.
How to end it: Depends on the source. Spell effects end when the spell ends or when a saving throw succeeds. Unconsciousness ends when the creature regains hit points. Some conditions cause incapacitation as a side effect rather than standing alone.
Invisible
What it does: An invisible creature can't be seen. Attack rolls against an invisible creature have disadvantage, and the invisible creature's attack rolls have advantage. The creature is heavily obscured for the purpose of hiding.
Common sources: Invisibility, Greater Invisibility, Improved Invisibility, or a ring of invisibility.
How to end it: The spell ends when its duration expires, when the creature attacks or casts a spell (for regular Invisibility), or the caster dismisses it. Anything that reveals the creature (like attacking in Greater Invisibility) ends the condition.
Paralyzed
What it does: A paralyzed creature is incapacitated and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the paralyzed creature have advantage, and any attack roll that hits the creature is a critical hit if the attacker is within 5 feet.
Common sources: Hold Person, Ray of Enfeeblement, Hold Monster, or a ghoul's paralyzing touch.
How to end it: Succeed on a saving throw against the effect causing it, or the spell ends naturally after its duration. A cure like Greater Restoration removes it instantly.
Petrified
What it does: A petrified creature is transformed along with any nonmagical object it's wearing into a solid inanimate substance (usually stone). The creature's weight increases tenfold. The creature is incapacitated, can't move or speak, and is unaware of surroundings. Attack rolls against it have advantage, but it automatically succeeds on Strength and Dexterity saving throws.
Common sources: Flesh to Stone, Petrification spells, or a basilisk's gaze.
How to end it: The creature must be restored by Greater Restoration, Wish, or similar magic. Destruction of the petrified form ends the condition (but kills the creature).
Poisoned
What it does: A poisoned creature has disadvantage on attack rolls and ability checks.
Common sources: Poison Spray, poisoned weapons, snake venom, toxic gas, or contaminated food.
How to end it: Finish a short or long rest. Use Lesser Restoration to remove it instantly. Some poisons have specific antidotes.
Prone
What it does: A prone creature's only movement option is to crawl, unless it stands up and wastes some movement. Melee attack rolls against a prone creature have advantage if the attacker is within 5 feet. Ranged attack rolls have disadvantage.
Common sources: Falling, being knocked down, lying down voluntarily, or spells like Grease.
How to end it: Stand up by spending an amount of movement equal to half your speed. Some abilities allow standing up for free.
Restrained
What it does: A restrained creature's speed becomes 0, and it can't benefit from bonuses to speed. Attack rolls against it have advantage, and its attack rolls have disadvantage. It has advantage on Dexterity saving throws.
Common sources: Hold Person, Web, Entangle, rope, or magical bindings.
How to end it: Break free with a Strength check against the restraint's DC. Spells like Freedom of Movement ignore the condition. Moving away (if possible) ends magical restraints when their range is exceeded.
Stunned
What it does: A stunned creature is incapacitated, can't move, and can speak only falteringly. It automatically fails Strength and Dexterity saving throws. Attack rolls against it have advantage.
Common sources: Power Word Stun, Hold Person, a thunderwave or concussive blast, or being hit by a stunning strike.
How to end it: Succeed on a saving throw (usually at the end of a turn). Wait for the effect to expire. Most stunned conditions last only 1 turn, making them extremely potent.
Unconscious
What it does: An unconscious creature is incapacitated, can't move or speak, and is unaware of surroundings. The creature drops what it's holding. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against it have advantage, and any attack hit is a critical hit if the attacker is within 5 feet.
Common sources: Reaching 0 hit points, Sleep, Knock, anesthesia, or being knocked out.
How to end it: Regain at least 1 hit point. Use healing magic or a potion. Some specific abilities wake unconscious creatures.
Stunned vs. Paralyzed: What's the Difference?
What it does: Stunned prevents actions and is usually temporary (1 turn). Paralyzed is longer-lasting and makes nearby enemies' attacks critical hits. Both incapacitate.
Common sources: Stunned: Power Word Stun. Paralyzed: Hold Person.
How to end it: Stunned usually ends after one saving throw. Paralyzed lasts for the spell duration.