Session ZeroOne-ShotsGeneratorsEncountersConditionsPrintable Kit

Conditions Cheat Sheet

Short summaries based on SRD 5.2.1. Print this page or keep it open at the table.

BlindedCan't see; automatically fails checks that need sight. Attacks against it have Advantage; its attacks have Disadvantage.
CharmedCan't attack the charmer or target it with harmful effects. The charmer has Advantage on social checks with it.
DeafenedCan't hear; automatically fails checks that need hearing.
ExhaustionStacks in levels (1-6). Each level gives -2 to d20 Tests and -5 ft. Speed. Level 6 is death. A Long Rest removes one level.
FrightenedDisadvantage on ability checks and attacks while the source of fear is in sight; can't willingly move closer to it.
GrappledSpeed 0. Disadvantage on attacks against anyone but the grappler. The grappler can drag it (extra movement cost).
IncapacitatedCan't take actions, Bonus Actions or Reactions; Concentration breaks; can't speak; rolls Initiative with Disadvantage.
InvisibleCan't be seen without magic. Attacks against it have Disadvantage; its attacks have Advantage (unless the target can see it).
ParalyzedIncapacitated, Speed 0, fails Str and Dex saves. Attacks against it have Advantage; hits from within 5 ft. are Critical Hits.
PetrifiedTurned to stone: Incapacitated, Speed 0, fails Str/Dex saves, Resistance to all damage, immune to Poisoned.
PoisonedDisadvantage on attack rolls and ability checks.
ProneCan only crawl or spend half its Speed to stand. Disadvantage on attacks. Attacks within 5 ft. have Advantage; farther ones Disadvantage.
RestrainedSpeed 0. Its attacks and Dex saves have Disadvantage; attacks against it have Advantage.
StunnedIncapacitated, fails Str and Dex saves; attacks against it have Advantage.
UnconsciousIncapacitated and Prone, drops what it holds, fails Str/Dex saves, attacks have Advantage and hits within 5 ft. are Critical Hits.

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