Appendix A: Conditions
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.
Aflame (mm p. 125)
- At the start of your turn take 1d10 fire damage
- Any creature may take an action to Douse
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.
Charmed
- A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Choking (phb p. 183)
- A choking creature can survive for a number of rounds equal to its Constitution modifier (minimum 1 round)
- At the start of its next turn it drops to 0 hit points and is dying
Confused (phb p. 225*)
- A confused creature can't take reactions and must roll a d6 at the start of each of its turn to determine its behavior for that turn
1d4 | Behavior |
---|---|
1-2 | The creature doesn't move or take actions this turn |
3-4 | The creature takes no action, drops anything it's holding, and uses its full movement to move in a random direction |
5-6 | The creature uses its full movement to move toward a random creature it can see and uses its action to make one attack on that creature with any weapon in hand, or unarmed, if possible |
Dazed (phb p. 277*)
- A dazed creature can only take either an action or a bonus action on its turn, and can't take reactions
Deafened
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
- A deafened creature must make a DC 10 Concentration check when casting a spell or the spell fails with no slot spent*
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
Falling (phb p. 183)
- A falling creature takes 1d6 damage for every 10' fallen (max 20d6), and lands prone if any damage was taken
Frightened
- 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 willingly move closer to the source of its fear.
Goaded (phb p. 74)
- A goaded creature has disadvantage on attack rolls against targets other than the creature that goaded it
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 thunder-wave spell.
Incapacitated
- An incapacitated creature can’t take actions or reactions.
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 of the creature.
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.
- The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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.
Slowed (phb p.277)
- A slowed creature's speed is halved
Squeezing (phb p. 192)
- A squeezing creature spends 1 extra foot of movment for every 1 foot traveled
- The creature has disadvantage on attack rolls and Dexterity saving throws
- Attack rolls on the creature have advantge
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.
Suffocating (phb p. 183)
- A suffocating creature can hold its breath for a number of minutes equal to its 1+ its Constitution modifier (minimum 30 seconds) until it begins choking
Surprised (phb p. 189)
- A surprised creature cannot move and cannot take actions or reactions until after the end of their first turn in combat
Turned (phb p. 59*)
- A turned creature cannot take reactions
- The creature can’t willingly move within 30' of the source the turning
- The creature must use its movement to get as far away from the source of turning as possible
- A turned creature can only use its action to dash, escape if it cannot dash, or dodge if it cannot escape
Unconscious
- An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
- The creature drops whatever it’s 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
Weakened (phb p. 271*)
- A weakened creature deals only half damage with weapon attacks
Appendix B: Your turn in combat
Actions
Attack
- You may may make one melee or ranged attack.
- Certain features, such as Extra Attack, allow you to make more than one attack with this action.
- Within an Attack action, you may substitute any number of your attacks with Special Attacks
Cast a Spell
- You may cast a spell with a casting time of one action
Dash
- You gain extra movement for the current turn equal to your speed, after applying any modifiers
Disengage
- Your movement doesn't provoke opportunity attacks for the rest of the turn
Dodge
- Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage
- You lose this benefit if you are incapacitated or your speed drops to 0
Help
- Another creature you aid gains advantage on the next ability check it makes to perform the task you are helping with before the start of your next turn
- Alternatively another creature gains advantage on the next attack roll it makes against a target creature within 5 feet of you before the start of your next turn
Hide
- Provided you have full cover or heavy concealment, make a Dexterity (Stealth) check, if you succeed you are Hidden
Hinder*
- Another creature you harass gains disadvantage on the next ability check it makes to perform the task you are hindering before the start of your next turn
- Alternatively another creature gains disadvantage on the next attack roll it makes against a target creature within 5 feet of you before the start of your next turn
Ready
- Choose a perceivable circumstance that will trigger your Reaction, and choose the action or movement you will take in response to that circumstance
- If you chose a spell it must have a casting time of one action and you must maintain concentration on that spell
- When the trigger occurs you may choose to either take your reaction right after the trigger finishes or ignore it
Search
- Make a Wisdom (Perception) or a Intelligence (Investigation) check
Use an Object
- Manipulate multiple objects or a complex object
Bonus Actions
Various class features, spells, feats, and other abilities let you take an additional action on your turn called a bonus action. You can take only one bonus action on your turn and only if an ability allows you to do so.
Cast a Spell
- You may cast a spell with a casting time of one bonus action
Two-Weapon Fighting
- When you take the Attack action and attack with a light (off-hand) melee weapon that you are holding in one hand, you can use your bonus action to attack with a different light (off-hand) melee weapon that you're holding in your other hand.
- You don't add your ability modifier to the damage of the bonus attack unless that modifier is negative.
- If either weapon has the thrown property, you can throw the weapon instead of making a melee attack
Reactions
Certain special abilities, spells, feats, and situations allow you to take a special action, called a reaction, in response to a trigger of some kind. When you take a reaction, you can't take another one until the start of your next turn.
Attack of Opportunity
- You may use your reaction to make one melee attack when a hostile creature that you can see moves out of your reach.
- Teleportation, or forced movement that does not use the creature's actions, does not provoke an opportunity attack.
Cast a Spell
- You may cast a spell with a casting time of one reaction
Readied Action
- If you readied an action, when the trigger occurs you may choose to either take your reaction right after the trigger finishes or ignore it
Special Attack Options
Attack
- Make one melee or ranged attack against a creature, location, or object you can see
Blind*
- Make an improvised finesse thrown weapon attack with a range of 10/20, if the attack hits the target is blind until the end of your next turn
Choke*
- The target must be restrained, make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics). If you succeed the target begins choking
Deafen*
- Make an improvised finesse weapon attack, if the attack hits the target is deafened until the end of your next turn
Disarm (dmg p. 271)
- Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), the larger creature has advantage on the check. The target has advantage on the check if the object is being held in two or more hands. If you succeed the target drops the held item
Escape* (phb p. 195)
- Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), if you succeed you can escape from a grapple, mount, or pin
Feint* (phb p. 74)
- Make an opposed Charisma (Deception) test against the target's Wisdom (Insight), if successful you have advantage on the next attack you make against the target before the end of your next turn
Grapple (phb p. 195)
- You must have on hand free and must target a creature no more than one size larger than you. Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), if you succeed the target is grappled by you
Goad* (phb p. 74)
- Make an opposed Charisma (Deception) or (Intimidation) test against the target's Wisdom (Insight), if you succeed the target is goaded by you until the end of your next turn
Menace* (phb p. 74)
- Make an opposed Charisma (Intimidation) test against the target's Wisdom (Insight), if you succeed the target is frightened of you by you until the end of your next turn
Mount (dmg p. 271)
- You must have on hand free and must target a creature at least two sizes larger than you. Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), if you succeed the target is considered difficult terrain, you move with the target when it moves, and your attacks against it have advantage
Restrain*
- The target must be grappled and prone , make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics). If you succeed the target is restrained
Shove* (dmg p. 272)
- Target a creature no more than one size larger than you. Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), if you succeed the target is pushed 5 feed away from you or to the side
Trip (phb p. 195)
- Target a creature no more than one size larger than you. Make an opposed Strength (Athletics) test against the target's Strength (Athletics) or Dexterity (Acrobatics), if you succeed the target is knocked prone
Movement
You can break up your movement on your turn, using some of your speed before and after your action. If you take an action that involves more than one attack, you can break up your movement between those attacks.
All circumstances that cost extra movement are cumulative. For example, crawling 1 foot in difficult terrain costs 3 feet of movement.
Movement Options*
- Long Jump Jump a distance equal to your Strength score, or half that if you didn't run at least 10' before
- High Jump Jump a distance equal to your 3 + Strength score, or half that if you didn't run at least 10' before
- Overrun* (dmg p. 272) Make an opposed Athletics test to move through an enemy's space. You have advantage if you are the larger creature, disadvantage if smaller
- Tumble* (dmg p. 272) Make an opposed Acrobatics test to move through an enemy's space.
Movement Speeds
- Walking A creature's normal movement
- Burrow A creature can move through sand, earth, mud, or ice. Cannot move through solid rock unless indicated.
- A creature with Tunneler leaves a tunnel behind it
- Climb A creature climb on verticle surfaces without spending extra movement
- A creature with Spider Climb can climb on difficult surfaces and upside down without needing an ability check
- Fly A creature can move through the air horizontally or vertically
- A creature with Hover will not fall if it becomes prone or its speed becomes 0
- Swim A creature can move through water without spending extra movement
Movement Modifiers
- Climbing costs 1 extra foot of movement for every 1 foot traveled unless the creature has a Climb speed
- Crawling while prone costs 1 extra foot of movement for every 1 foot traveled
- Difficult Terrain while prone costs 1 extra foot of movement for every 1 foot traveled
- While moving with a creature you have Grappled your speed is halved unless the creature is two or more sizes smaller than you
- Squeezing through a space one size smaller than you costs 1 extra foot of movement for every 1 foot traveled
- Swimming costs 1 extra foot of movement for every 1 foot traveled unless the creature has a Swim speed
Occupied Spaces
- Occupied spaces are considered difficult terrain
- You cannot end your turn in an occupied spaces
- You can move through allies' spaces
- You can move through enemy's spaces if you are two sizes larger or smaller
Overland Movement
- Terrain Plains are Roads are open terrain, other areas (woods, hills, etc.) are Difficult Terrain and travel speeds are halved
- Forced March Each hour a character travels beyond 8 hours, that character must make a Constitution saving throw with a DC of 10 + 1 for each extra hours traveled. On a failure the character gains one level of exhaustion
- Mounts A mount can gallop at twice its normal movement speed for up to one hour. Traveling at that speed beyond one hour before a rest is considered a Forced March
- Fast Pace In 1 hour you can move a number of miles equal to 4/3rd your speed divided by 10, but suffer a -5 penalty to your passive perception
- Normal Pace In 1 hour you can move a number of miles equal to your speed divided by 10
- Slow Pace In 1 hour you can move a number of miles equal to 2/3rd your speed divided by 10, and can try to surprise or sneak by other creatures