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## 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. #### Blinded A blinded creature can’t see and automatically fails any ability checks that require 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. ___ Upon the charmed condition ending, unless specified otherwise, the originally charmed creature becomes aggressive and potentially hostile to the charmer. Giving the once charmed creature advantage on a saving throws to prevent being charmed again by the same person. #### Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. ___ There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. ___ **Half Cover.** A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. ___ **Three-Quarters Cover.** A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. ___ **Total Cover.** A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. #### Deafened A deafened creature can’t hear and automatically fails any ability checks that require hearing. #### Frightened A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. ___ The creatures movement speed is halved when move closer to the source of its 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 or stunned (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, bonus actions, reactions, or make any movement. ___ This condition is a secondary condition that cannot be inflicted alone. When a creatures is afflicted with Blinded, Deafened, and Muted all at once they're afflicted with this condition until they lose one or all three conditions. If creature is Petrified, they're afflicted with this condition. If a creature is unconcious, they are afflicted with this condition. #### Invisible An invisible creature is impossible to see without the aid of magic (see invisibility, true seeing) or a special sense (blindsight, tremoresense, true sight). 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 against the creature have disadvantage, and the creature’s attack rolls have advantage. #### Paralyzed A paralyzed creature can’t move or speak, can’t take actions, or reactions, but can still take bonus actions provided that they aren't altered actions. 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. \pagebreak
#### 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. ___ 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 ability checks and saving throws, and if inflicted a second time within 1 minute adds a level of exhaustion. #### 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 that rely on large arm movements. ___ An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. #### Muted A muted creature can't speak and automatically fails any ability checks that require speaking. #### 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 filled with lethargy as if they're winded and can speak only falteringly if at all. ___ The creature has disadvantage on all Strength and Dexterity saving throws. ___ Attack rolls against the creature have advantage. ___ Additionally, the stunned condition builds up in tiers with each tier removing more and more actions the creature can take. However, the duration of the stunned condition is dependent on the first tier of stun. Once the first tier of stun is gone, all preceding tiers of stun are also gone completely removing the stunned condition. \columnbreak ##### Stun Effects | Tier of Stun | Stun Effect | |:---:|:---| | 1st | You cannot take reactions | | 2nd | You cannot take bonus actions | | 3rd | You cannot take actions | | 4th | You cannot move | #### Unconscious An unconscious creature can’t move, hear, or speak, and is completely unaware of its surroundings ___ The creature drops whatever it’s holding and falls prone. ___ The creature automatically fails All 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. #### 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 tiers. An effect can give a creature one or more tiers of exhaustion, as specified in the effect’s description. For every tier of exhaustion you have, you gain a -1 to all D20 rolls for the duration of the exhaustion. If an already exhausted creature suffers another effect that causes exhaustion, its current tier of exhaustion increases by the amount specified in the effect’s description. An effect that removes exhaustion reduces its tier as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion tier is reduced below 1. Finishing a long rest reduces a creature’s exhaustion tier by 2, provided that the creature has also ingested some food and drink. ##### Exhaustion Effects | Tier of Exhaustion | Roll Decrease | |:---:|:---:| | 1st | -1 | | 2nd | -2 | | 3rd | -3 | | 4th | -4 | | 5th | -5 | | 6th | -6 | | 7th | -7 | | 8th | -8 | | 9th | -9 | | 10th | -10 | | 11th | -11 | | 12th | Death |