Blinded

When a creature is blinded:

  • It cannot see and automatically fail any and all ability checks that require vision.
  • Attack rolls against it have advantage, and the blinded creature’s attacks are made with disadvantage.

Charmed

When a creature is charmed:

  • It can’t attack or target the one who charmed it with harmful actions or abilities.
  • The one who charmed it has advantage on ability checks to interact with the charmed creature.

Dazed

When a creature is dazed:

  • It has disadvantage on Mind saving throws.

Deafened

When a creature is deafened:

  • It cannot hear and it automatically fail ability checks that require hearing.

Exhausted

When a creature is exhausted:

  • It has disadvantge on attack rolls.
  • It has disadvantage on ability checks and saving throws.

Frightened

When a creature is frightened:

  • It has disadvantage on ability checks and attack rolls if it can see the source of its fear.
  • It can’t use its movement to move closer to the source of its fear.

Grappled

When a creature is grappled:

  • Its speed becomes 0 and it cannot benefit from bonuses to speed.
  • The condition ends if the grappler becomes incapacitated.
  • The condition ends if the grappled creature is removed from the reach of the grappler or effect causing it to be grappled, such as when a creature is pulled away by an ally.

Incapacitated

When a creature is incapacitated:

  • It can’t take actions, bonus actions, reactions, or move.

Hidden

When a creature is hidden:

  • It is considered to be heavily obscured and cannot be targeted by effects that require line of sight.
  • It has advantage on initiative rolls.
  • Attack rolls against it have disadvantage, and the creature’s attack rolls have advantage.

Hindered

When a creature is hindered:

  • Every 1 foot of movement costs 2 feet of your speed.

Paralyed

When a creature is paralyzed:

  • It is incapacitated and it can’t move or speak.
  • It automatically fails Strength and Agility saving throws.
  • Attack rolls against it have advantage.
  • Attacks that hit are critical hits if the attack was made within 5 feet of the creature.

Petrified

A petrified creature and all nonmagical equipment it is wearing or carrying is transformed into stone or a stone-like substance. When a creature is petrified:

  • It is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • It automatically fails Strength and Agility saving throws.
  • Attack rolls against it have advantage.
  • It ceases aging.
  • It has resistance to all damage.
  • It is immune to poison and disease; any poison or disease already in the petrified creature’s system remains but their effects are inactive.

Poisoned

When a creature is poisoned:

  • It has disadvantage on attack rolls and ability checks.

Prone

When a creature is prone:

  • It has disadvantage on attack rolls.
  • Attack rolls against it have advantage if the attacker is within 5 feet of the prone creature. Otherwise, attack rolls have disadvantage.
  • It can only move by crawling.
  • It can use half its movement to stand up, ending the prone condition.

Restrained

When a creature is restrained:

  • Its speed becomes 0 and it cannot benefit from bonuses to speed.
  • It has disadvantage on Agility saving throws
  • Attack rolls against it have advantage, and the restrained creature’s attack rolls are made with disadvantage.

Slowed

When a creature is slowed:

  • Its speed is halved.
  • It can use either an action or a bonus action on its turn, but not both.
  • It can’t use reactions.
  • It can’t make more than one melee or ranged attack on its turn if it takes the Attack action, regardless of its abilities.
  • It has disadvantage on Agility ability checks and Agility saving throws.

Stunned

When a creature is stunned:

  • It is incapacitated, can’t move, and has limited capability of speech.
  • It automatically fails Strength and Agility saving throws.
  • Attack rolls against it have advantage.

Unconscious

When a creature is unconscious:

  • It is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • It drops whatever it is holding and falls prone.
  • It automatically fails Strength and Agility saving throws.
  • Attack rolls against it have advantage.
  • Attacks that hit are critical hits if the attack was made within 5 feet of the creature.

Weakened

When a creature is weakened:

  • Its melee attack rolls are made with disadvantage.
  • It has disadvantage on Strength ability checks and Strength saving throws.

Wounded

When a creature is wounded:

  • Healing is less effective, while wounded creature recovers half the amount of health it would normally from any source of healing.
  • It takes a −1 penalty to ability checks, attack rolls, and saving throws for each wound it has suffered.
  • It takes a −1 penalty to its Spell save difficulty for any spell it casts.
  • It dies if it has 10 or more wounds.
  • The condition ends if its number of wounds is reduced to 0.