Blinded

  • 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.

Frightened

  • A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of their fear is in their line of sight.
  • The creature can’t willingly move closer to the source of their fear.

Grappled

  • 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

  • An incapacitated creature can’t take Actions or Reactions.

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 agains the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

  • 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.

Poisoned

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

Prone

  • 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

  • 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

  • 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.

Stunned - Boss creatures

  • On each of its turns, the stunned creature can take its action or bonus action, but not both.
  • The stunned creature’s speed is 0.
  • The stunned creature cannot take reactions.
  • The stunned creature can only make a single attack on each of its turns.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Surprised

  • A surprised creature cannot move or take an action on the first turn of combat.
  • A surprised creature cannot take a reaction until the first turn ends.
  • A member of a group can be surprised even if other members aren’t.

Unconscious

  • A unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • The creature drops whatever its 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.

Actions

AttackCast a Spell DashDisengage
Dodge Help HideReady
SearchUse an Object

Cover

Cover Effect
Half +2 AC
Three Quarters +5 AC
Total Can not be targeted

Climbing, Swimming and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Action Running Standing
Long jump STR score feet (STR score / 2) feet
High jump (STR Bonus + 3) feet ((STR Bonus + 3) / 2) feet

Falling

1d6 bludgeoning damage for every 10’ fallen, to a maximum of 20d6.

Suffocating

Hold breath for (1 + CON bonus) minutes (min 30 sec). When out of breath or choking, people can survive (CON bonus) rounds (min 1 round). At the start of thier next turn, they drop to 0 HP and are dying, and can’t regain HP or be stabilized until they can breathe again.

Exhaustion

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on Attack rolls and Saving throws
4 HP max halved
5 Speed 0
6 Death