Conditions
Blinded
You automatically fail ability checks and saving throws that require sight. Attack rolls against you have advantage, and your own attack rolls have disadvantage.
Charmed
You cannot attack the charmer or target them with harmful abilities. The charmer has advantage on social ability checks against you.
Deafened
You can't hear and automatically fail ability checks and saving throws that require hearing.
Exhaustion
A six-level condition that causes worsening penalties, click for more info.
Frightened
You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight. You cannot move closer to it.
Grappled
Your speed becomes 0, and you cannot benefit from speed bonuses. The condition ends if the grappler is incapacitated or moves you away.
Incapacitated
You cannot take actions or reactions.
Invisible
You are unseen. Attack rolls against you have disadvantage, and your own attacks have advantage.
Paralyzed
You are incapacitated, can't move or speak, automatically fail Strength and Dexterity saves, and attacks against you have advantage. Any hit within 5 feet is a critical hit.
Petrified
You are transformed into stone, incapacitated, unaware of your surroundings, and immune to poison and disease.
Poisoned
You have disadvantage on attack rolls and ability checks.
Prone
Your only movement option is crawling unless you stand up. You can use half your movement to stand up. You have disadvantage on attack rolls, and melee attacks against you have advantage.
Restrained
Your speed is 0, attacks against you have advantage, and your own attacks and Dexterity saves have disadvantage.
Stunned
You are incapacitated, can't move, can only speak falteringly, and fail Strength and Dexterity saves. Attack rolls against you have advantage.
Unconscious
You are incapacitated, drop whatever you’re holding, fall prone, automatically fail Strength and Dexterity saves, and attacks against you have advantage. Any hit within 5 feet is a critical hit.