Conditions

If more than one condition affects a creature, apply them all. If certain effects can’t combine, apply the most severe effect.  
Ability Damaged
The creature has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A creature with Strength, Constitution, or will 0 is dead. A creature with Dexterity 0 is paralyzed. A creature with Intelligence, Wisdom, or Charisma 0 is unconscious.  
Ability Drained
The character has permanently lost 1 or more ability score points. The character can regain drained points only through magical means. A creature with Strength, Constitution, or will 0 is dead. A creature with Dexterity 0 is paralyzed. A creature with Intelligence, Wisdom, or Charisma 0 is unconscious.  
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.
Dazed
The creature is unable to act normally. A dazed creature can take no actions and has no dexterity bonus.  
Dead
The creature’s hit points are reduced to -1/2 of their total HP, there Strength, Constitution, or Will drops to 0, or they are killed outright by a spell or effect. The character’s soul leaves their body. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.  
Deafened
A deafened creature cannot hear. They takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.  
Disengaged
The creature is able to move around enemies without provoking opertunity attacks but can't take attack actions themselves.  
Dying
When damage reduces a creature to O hit points the creature becomes Unconscious and has a death saving throw rolled on the start of there turn. If there is damage remaining, you die if the remaining damage equals or exceeds half your hit point maximum  
Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature has a movement speed of 0, and disadvantage on all attack rolls and attacks made against an entangled creature have advantage.  
Enthralled
While Enthralled, the creature must obey the enthraller. Enthralled creatures, depending on the source, might act like puppets, view the enthraller as a deity, or is conscious in there own mind.  
Exhaustion
Some abilities and environmental hazards, such as fatigue 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) Speed Reduced by 5ft
2) -1 to physical ability checks
3) -1 to attack rolls and mental ability checks. 25% chance of gaining a level of fatigue upon reaching this level
4) DEX bonus reduced by 5 and 25% chance of gaining a level of fatigue upon reaching this level
5) Speed reduced by 10ft, Disadvantage on all rolls, and gain a level of fatigue
6) Death  
  • If a creature suffering from exhaustion is effected by 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. The exception to this rule is the 25% chance of gaining fatigue does not stack and is not rolled for unless specified. Example: A creature suffering level 2 exhaustion has its speed reduced by 10 and has a -2 penalty on physical 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.
 
Fatigue
Some special abilities and environmental hazards, such as starvation and certain levels of exhaustion, can lead to a special condition called Fatigue. Fatigue is measured in three levels. An effect can give a creature one or more levels of fatigue, as specified in the effect’s description.   Level Effect
1) -1 to all rolls
2) -2 to all rolls and -1 to AC. Short rests no longer remove exhaustion and all levels of exhaustion that are trying to be removed on a long rest have a 50% chance of remaining
3) -3 to all rolls and -2 to AC. Short rests no longer remove exhaustion and all levels of exhaustion that are trying to be removed on a long rest have a 50% chance of remaining. Combat encounters or other significantly stressful situations have a 25% chance of gaining exhaustion and a 25% chance every 24hrs of remaining at this level of fatigue  
  • If a creature suffering from fatigue is effected by another effect that causes fatigue, its current level of fatigue increases by the amount specified in the effect's description.  
  • The affects of fatigue are listed for each individual level and do not stack.  
  • An effect that removes fatigue reduces its level as specified in the effect's description, with all fatigue effects ending if a creature's fatigue level is reduced below 1.
 
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.  
Grappling
Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn’t grappling. See Grapple.  
Invisible
An invisible creature is impossible to see without the aid of magic or a special sense. 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. Invisible creatures can Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.  
Paralyzed
A paralyzed creature is frozen in place and unable to move or act. A paralyzed creature has effective Dexterity and Strength scores of 0 and is helpless. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each hex occupied by a paralyzed creature, however, counts as difficult terrain.  
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. If a petrified character cracks or breaks, but the broken pieces are joined with the body as they returns to flesh, they are unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. 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.    
Pinned
??? Held immobile (but not helpless) in a grapple.  
Poisoned
A poisoned creature has disadvantage on ability checks and attack rolls.  
Prone
A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. Standing up is a move-equivalent action that provokes an attack of opportunity. The creature has disadvantage on melee attacks and cannot use bows (except crossbows). An attack roll against a prone creature has advantage if the attacker is within 10 feet of the creature or in melee range. 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.  
Stable
??? A creature who was dying but who has passed there death saving throws are stable. The creature is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).   If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.  
Stunned
The creature can’t take actions, automatically fails Strength and Dexterity saving throws, attack rolls against the creature have advantage, and loses there Dexterity bonus to AC.  
Unconscious
An unconscious creature is helpless, 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 15 feet of the creature.