Common Conditions
| Condition | Quick effect summary |
|---|---|
| Blinded | Cannot see; attacks against the creature are easier while its attacks are hindered. |
| Charmed | Cannot willingly harm the charmer and is easier for the charmer to influence socially. |
| Deafened | Cannot hear and automatically fails checks requiring hearing. |
| Frightened | Has difficulty acting effectively while the source of fear is visible and cannot willingly move closer. |
| Grappled | Speed becomes zero until the grapple ends. |
| Incapacitated | Cannot take actions or reactions. |
| Invisible | Cannot be seen without special senses and usually gains attack-related benefits. |
| Paralyzed | Incapacitated and unable to move or speak; nearby successful attacks can be especially severe. |
| Poisoned | Has difficulty with attacks and ability checks. |
| Prone | Movement is awkward; nearby attacks are easier while distant attacks are harder. |
| Restrained | Speed is zero; attacks against the creature are easier and its own attacks are harder. |
| Stunned | Incapacitated, unable to move, and easier to hit. |
| Unconscious | Incapacitated, prone, unaware, and vulnerable to nearby attacks. |
Concentration Reminder
A concentrating creature usually checks concentration after taking damage. Concentration also ends when the creature becomes incapacitated or begins concentrating on another effect.