Spells and attacks inDungeons & Dragonscan do a lot more than simply subtract a creature’s hit points. Depending on the effects, they can inflict a number of conditions upon their target, giving them an advantage against their opponent.

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Some have their benefits, and players may choose to inflict them on themselves (such as Invisibility). Most, however, are detrimental. Players may strategically use them to gain the upper hand against their foes, or may find themselves debilitated by one of these conditions themselves. Either way, it’s essential for players to know the effects and intricacies of each condition inD&D.

Incapacitated

This condition is somewhat unique, as it rarely occurs on its own. Instead, a creature is usually Incapacitated as the result of another of the conditions on this list. Thus, it is listed here first, as it appears among the effects listed in several of the descriptions below.

When Incapacitated, a creature isincapable of taking actions or reactions.This means thattheir turn in combatis usually skipped. Creative players may use their turn to describe their character’s appearance or mental state, but until the Incapacitated condition ends, they cannot attack, cast spells, make skill checks, or anything else that requires an action.

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Blinded

This condition is basically exactly what it sounds like:a Blinded creature cannot see. This can be the result of spells like Blindness or Contagion, or an attack that successfully targets the creature’s eyes. When affected by this condition, the creature will automatically fail any ability check that requires sight, severely limiting their options in any given situation.

Because the Blinded creature cannot see its enemies, it will havedisadvantage on any attack rolls it makes.Meanwhile, any attack roll against it will be made with advantage, since they cannot see the attack coming.

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Charmed

Looking to catch flies with honey rather than vinegar? The Charmed condition can help. A number of spells have the ability to Charm a target, typically falling underthe Enchantment school of magic. The most commonly encountered spell of this type is Charm Person.

When Charmed,a creature cannot make attacks against the one that has inflicted the condition,nor can they target their charmer with harmful magic. The charmer will also have advantage on any ability check regarding social interaction with the Charmed creature; for example, Persuasion or Deception.

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Deafened

Like Blinded, Deafened is fairly self-explanatory:it describes a creature who cannot hear.As such, they will fail any ability checks that require hearing; for example,a Perception rollintended to check for the sound of footsteps.

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This condition can occasionally be advantageous for the affected creature, as it can protect a creature from certain types of damage. Spells that deal thunder damage, or other sound-based spells like Vicious Mockery or Dissonant Whispers, may not affect a deafened creature. However, it can also prove detrimental, as it makes a creature easy to sneak up on.

Exhaustion

Unlike most conditions inD&D, Exhaustion has six different levels, each of which carries different effects. Typically, a creature will take one or two levels at a time, which will stack upon each other.With each level of Exhaustion, the inflicted creature will gain a new effectin addition to the effects of previous levels.

1

dungeons and dragons bard DND elf

All ability checks are rolled with disadvantage

2

exhaustion

Speed is reduced by half

3

character facing a monster in dnd

Attack rolls and saving throws are rolled with disadvantage

4

Dungeons and Dragons Monk

Maximum HP is reduced by half

5

True Seeing

Speed is reduced to 0 (creature cannot move)

6

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Death

A character’s exhaustion level is reduced by one upon finishing a long rest, or being resurrected from the dead. Once the level is reduced below 1, the condition ends.

Frightened

Struck by terror, a Frightened creature hasdisadvantage on all Attack rolls and ability checks while the source of its fear is within its line of sight.Certain monsters have abilities that can inflict this condition, or players can inflict it on their enemies with spells, most often of the Illusion orNecromancy schools of magic.

Whatever the cause, a Frightened creaturecannot willingly move closer to the source of its fear.Depending on the terms described in the spell or ability that inflicted the condition, the Frightened creature may also be forced to use their turn in combat to move away from the source of their fear, or to search for a place where they cannot see it.

dnd characters in front of a big stone door

Grappled

The Grappled condition means thata creature is being physically held by another.Their Speed drops to 0; this means that they cannot move from their current position. Grappling a creature typically requires asuccessful melee attack roll;the Grappled creature may try to escape using a Strength or Dexterity save (at the DM’s discretion).

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The Grappled condition will end if the grappler is incapacitated, and thus cannot hold their target any longer. Additionally, if the grappler is pushed away using the Thunderwave spell or a similar effect, they will lose their hold on the Grappled creature and the condition ends.

Invisible

Another fairly self-explanatory condition,an Invisible creature cannot be seen with the naked, nonmagical eye.While Invisible, a creature will have advantage on all Attack rolls, and all Attack rolls made against it will have disadvantage. After all, it’s harder to land a strike on or dodge a hit from a creature that one cannot see.

Invisibility alsoproves useful for sneaking, as they cannot be seen without the use of certain spells. However, players should keep in mind that they can still be detected by any noise they make, or traces such as footprints that they leave behind.

Paralyzed

Most often inflicted by the Enchantment spells Hold Person or Hold Creature, this condition willIncapacitate the creature and cause them to automatically fail allStrength and Dexterity saving throws.A Paralyzed creature cannot move or speak, and is thus incapable of taking offensive action.

Paralyzed creatures are also much easier to hit. Any Attack roll made against a creature will have advantage, and if the Paralyzed creature’s attacker is within 5 feet, any attack that lands will automatically be a critical hit.

Petrified

Most often inflicted bythe Transmutation spellFlesh to Stone, Petrified creaturehas been transformed from flesh and blood into a solid object.This material is usually stone, but can be metal, glass, crystal, or whatever the players and DM deem fair game. The creature’s weight increases tenfold, and it cannot age while Petrified. Being made of inanimate material, it is obviously Incapacitated and unaware of its surroundings, it cannot move or speak, and fails all Strength and Dexterity saves. All Attacks made against it will have advantage.

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Though the effects are mainly negative, being turned to stone has a few slim benefits. A Petrified creaturegains resistance to all damage,and cannot be poisoned or stricken with disease. Note, however, that any disease or poison already in their system does not go away. Instead, its effects are suspended, and resume when the Petrified condition ends.