Conditions

All 15 D&D 5e SRD conditions and their mechanical effects.

How conditions work

Conditions are applied by spells, monster abilities, and environmental effects. The Raven tracks all active conditions on your character and applies their effects automatically. Conditions end when the effect that caused them ends, or when removed by a spell like Lesser Restoration.

All 15 SRD conditions

Blinded — Can't see. Automatically fails ability checks requiring sight. Attack rolls against the creature have advantage; the creature's attack rolls have disadvantage.

Charmed — Can't attack the charmer or target them with harmful abilities or magic. The charmer has advantage on Charisma checks against the creature.

Deafened — Can't hear. Automatically fails ability checks requiring hearing.

Exhaustion — Has six severity levels. Each level adds cumulative penalties: disadvantage on ability checks (level 1), reduced speed by half (2), disadvantage on attack rolls and saving throws (3), reduced speed to 0 (4), disadvantage on death saving throws (5), death (6). A long rest removes one exhaustion level.

Frightened — Has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. Can't voluntarily move closer to the source.

Grappled — Speed becomes 0. Ends if the grappler is incapacitated or the creature is pulled out of reach. The grappled creature can use its action to escape (Athletics or Acrobatics vs. grappler's Athletics).

Incapacitated — Can't take actions or reactions.

Invisible — Can't be seen without special sense. Considered heavily obscured. Attack rolls against the creature have disadvantage; its attack rolls have advantage.

Paralyzed — Incapacitated, can't move or speak. Automatically fails STR and DEX saving throws. Attack rolls against it have advantage. Melee attacks within 5 ft are automatic critical hits.

Petrified — Transformed into a solid inanimate substance. Incapacitated, can't move or speak, unaware of surroundings. Attack rolls against it have advantage. Automatically fails STR and DEX saves. Resistance to all damage. Immune to poison and disease.

Poisoned — Disadvantage on attack rolls and ability checks.

Prone — Movement costs double. Disadvantage on attack rolls. Attack rolls against it have advantage if the attacker is within 5 ft; otherwise disadvantage. Can stand up by spending half movement speed.

Restrained — Speed becomes 0. Attack rolls against it have advantage; its attack rolls have disadvantage. Disadvantage on DEX saving throws.

Stunned — Incapacitated, can't move, can speak only falteringly. Automatically fails STR and DEX saving throws. Attack rolls against it have advantage.

Unconscious — Incapacitated, can't move or speak, unaware of surroundings. Drops whatever it's holding, falls prone. Automatically fails STR and DEX saves. Attack rolls against it have advantage. Melee attacks within 5 ft are automatic critical hits.