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Every condition, at a glance.

All 15 core D&D 5e conditions with full mechanical text. Search to filter.

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Blinded
  • Can't see; automatically fails ability checks requiring sight.
  • Attack rolls against the creature have advantage; its attack rolls have disadvantage.
Charmed
  • Can't attack the charmer or target it with harmful abilities or magical effects.
  • The charmer has advantage on ability checks to interact socially with the creature.
Deafened
  • Can't hear; automatically fails ability checks requiring hearing.
Exhaustion
  • Six cumulative levels. Effects are cumulative, so level 3 includes levels 1 and 2.
  • Level 6 causes death. Each long rest (with food and water) removes one level.
Level 1 Disadvantage on ability checks
Level 2 Speed halved
Level 3 Disadvantage on attack rolls and saving throws
Level 4 Hit point maximum halved
Level 5 Speed reduced to 0
Level 6 Death
Frightened
  • Disadvantage on ability checks and attack rolls while the source of fear is in line of sight.
  • Can't willingly move closer to the source of fear.
Grappled
  • Speed becomes 0; can't benefit from any bonus to speed.
  • Ends if the grappler is incapacitated or if an effect moves the creature beyond reach.
Incapacitated
  • Can't take actions or reactions.
Invisible
  • Can't be seen without magic or a special sense. Counts as heavily obscured for hiding.
  • Location can be detected by sounds or tracks.
  • Attack rolls against it have disadvantage; its attack rolls have advantage.
Paralysed
  • Incapacitated; can't move or speak.
  • Automatically fails Strength and Dexterity saving throws.
  • Attack rolls against it have advantage.
  • Any hit within 5 ft is a critical hit.
Petrified
  • Transformed to solid inanimate stone. Weight × 10, ceases ageing.
  • Incapacitated; can't move or speak; unaware of surroundings.
  • Attack rolls against it have advantage.
  • Automatically fails Strength and Dexterity saving throws.
  • Resistance to all damage. Immune to poison and disease (existing ones suspended, not cured).
Poisoned
  • Disadvantage on attack rolls and ability checks.
Prone
  • Can only crawl (costs double movement) unless it stands up (costs half movement speed).
  • Disadvantage on attack rolls.
  • Melee attacks within 5 ft have advantage against it; ranged attacks have disadvantage.
Restrained
  • Speed becomes 0; can't benefit from any bonus to speed.
  • Attack rolls against it have advantage; its attack rolls have disadvantage.
  • Disadvantage on Dexterity saving throws.
Stunned
  • Incapacitated; can't move; can only speak falteringly.
  • Automatically fails Strength and Dexterity saving throws.
  • Attack rolls against it have advantage.
Unconscious
  • Incapacitated; can't move or speak; unaware of surroundings.
  • Drops held items; falls prone.
  • Automatically fails Strength and Dexterity saving throws.
  • Attack rolls against it have advantage.
  • Any hit within 5 ft is a critical hit.
Hand the matching card to the player instead Browse condition cards

Field notes

How conditions work in D&D 5e

Conditions are a core mechanical layer in D&D 5e. They represent temporary impairments or advantages applied by spells, monster abilities, environmental effects, and combat actions. Unlike hit point damage, conditions change what a creature can do rather than how much punishment it can absorb. A fully healthy creature under the Paralysed condition is functionally helpless; one with 1 HP and no conditions can still act.

Each condition has a precise, rules-legal definition. The 15 conditions in the core rules cover the full spectrum of combat impairment: sensory loss (Blinded, Deafened), movement restriction (Grappled, Restrained, Prone), action denial (Incapacitated, Stunned, Unconscious), and attack modification (Invisible, Frightened). Knowing each definition precisely is the difference between running a fight accurately and constantly interrupting play to look things up.

The most punishing condition combinations

Conditions compound. A creature that is both Restrained and Poisoned has disadvantage on its attack rolls twice, but in 5e, multiple sources of disadvantage do not stack; one instance cancels one instance of advantage and vice versa. However, a creature that is Stunned (attack rolls against it have advantage) and an attacker who is Invisible (also grants advantage) does stack: the attacker rolls with advantage and the defender is automatically failed on Strength and Dexterity saves.

Paralysed and Unconscious are the most devastating single conditions because they both enable critical hits on any hit within 5 feet, meaning every attack from an adjacent creature automatically deals maximum die results. Combined with the incapacitation and automatic save failures, a Paralysed creature can be reduced to 0 HP in a single turn by a group of attackers even if it was at full health.

For DMs: apply Prone to knocked-down creatures before melee attacks resolve. It gives melee attackers advantage while penalising ranged attackers, a situationally correct simulation of a target on the ground.

Using condition cards at the table

The most common failure mode in live combat is forgetting active conditions. A player who forgot their character is Frightened will move toward the source of fear. A DM who forgot the Restrained ogre's attack disadvantage will roll without it. Physical condition cards placed in front of the affected player or adjacent to the miniature eliminate this problem entirely. The card is visible, tangible, and unambiguous.

Printable condition cards pair with this reference: use this page to find the right condition quickly during prep or a rules dispute, then hand the physical card to your player for the duration of the encounter. The MakeMythic condition cards cover both the 2014 and 2024 ruleset editions, so they work regardless of which rules version your table uses.

FAQ

Paralysed and Unconscious are the most dangerous: they combine incapacitation with automatic critical hits from adjacent attackers, making recovery extremely difficult without assistance.

Yes. Conditions are independent and stack. A creature can be both Frightened and Restrained simultaneously, suffering all effects of both.

Methods vary by condition. The lesser restoration spell removes blinded, deafened, paralysed, and poisoned. Greater restoration removes charmed, frightened, and petrified. Prone is removed by standing up. Grappled ends when the grappler is incapacitated.

Both set speed to 0, but Restrained additionally gives attackers advantage and gives the creature disadvantage on attack rolls and Dex saves. Grappled only affects movement.

Physical condition cards are placed in front of the affected player, showing them exactly what the condition does. This prevents mid-combat rules lookups and ensures the player never forgets a mechanical penalty.