DnD 5e Conditions Explained

Are you curious about the conditions featured in Dungeons and Dragons 5th Edition (DnD 5e)? Are you wondering what effects each condition has on your character?

The world of DnD 5e is filled with all sorts of creatures, monsters, and characters – each with distinct abilities and reactions to varying environmental/combat situations. Knowing how to use the various conditions that can be applied to characters within the game can often give players an advantage during their battles or when going into a particularly tricky situation.

Understanding how to handle the various conditions featured in the game is an important step for any dungeon master or player wanting to get a leg-up in their campaign. This article will provide a detailed look at each of these conditions, exploring their implications, effects, and tips on getting maximum value out of them.

DnD 5e is a game built around creating scenarios, telling stories, and challenging one’s imagination. A vital part of the game is knowing how to use each condition that can be inflicted upon characters. Conditions in DnD 5e are composed of either effects or penalties imposed on a character.

In this post, I will explain the different conditions in DnD 5e and provide an overview of each one.

1. Blinded – A ‘blinded’ creature cannot see and automatically fails any ability check or attack roll that requires sight. Additionally, they have disadvantage on all ability checks that rely on sight. To become unblinded, dispel magic must be cast or removed curse must be used.

2. Charmed – When under the effect of ‘charmed’ a creature is incapacitated and cannot take any actions, bonus actions, reactions, or movement against its will as long as it remains in an area of effect created by the charm spell caster (usually 10 feet). This condition can be broken using dispel magic and can also require saving throws when more powerful forms of charm are cast.

3. Deafened – A ‘deafened’ creature automatically fails any ability check or attack roll that requires hearing audio cues or being able to understand verbal communication such as orders from DM or party members . Additionally, they have disadvantage on all ability checks that rely on sound such as listening for approaching enemies for stealth checks so proper precautions can be made ahead of time if need be .This condition can only be cured with dispel magic which means no hearing aids for 4th edition gamers unfortunately!

4. Exhausted – A creature becomes ‘exhausted’ when they lose all their hit points due to taking damage from a source such as combat , necrotic damage ,or failing death saving throws .

This condition involves losing access to multiple levels depending on how many hit points were lost prior to exhausting : First level exhaustion prevents you from wearing heavy armor and overloading yourself with items while second level exhaustion further restricts max carrying capacity by half but also halves movement speed and makes every action taken costing an extra point in resources like spell slots etcetera .

Fortunately there are ways like resting or using some spells which can undo the exhausted status!

5. Frightened- If a creature finds itself unable to cope with whatever psychological distress has been imposed upon them then they become ‘frightened’ which causes them to move away from their terrifying source at double speed until either outside its range (30ft) or spent three rounds after leaving it’s range whereby it ends this status then gets back normalcy unless another fear inducing situation arises again before then !

6. Grappled- Appropriately named this condition significantly limits what melee centered characters fighting style comprises such as sharpening swords…etc They have limits set by who ever has managed grab hold off them restricting movement entirely however ranged attacks aren’t prohibited although grapple might act like an annoying barrier for those guys at distance! Can be abandoned if your strength score(STR) surpasses highest between you two involved otherwise other rescue spells come into play effectively disabling grapple momentarily!


Incapacitating a creature is an effective way to take them out of combat, as they cannot take actions or reactions. This condition is powerful because it negates passive abilities like concentrating on a spell or the Paladin’s aura. Becoming incapacitated is part of the Unconscious condition and prevents unconscious creatures from using class features.

Grappled is when one creature binds another as part of an attack, reducing their speed to zero and preventing them from gaining any benefit from their speed. Incapacitated is when a creature loses the strength to perform actions, preventing them from taking any actions or reactions but still allowing them to move and speak. Invisible is an effect where a creature vanishes from sight, making them undetectable by normal means and giving all attack rolls against them disadvantage while giving all of their attacks advantage.

Paralyzed creatures are unable to move or speak and automatically fail Dexterity or Strength saving throws.


Paralysis is a debilitating condition that can be caused by spells or monsters, such as the poison of a carrion crawler. It prevents the creature from taking any actions or reactions and all STR and DEX saves automatically fail. Attacks against the creature have disadvantage and any attack that hits auto crits. Additionally, any attacks made within 5ft of the creature are treated as critical hits.

The effects of paralysis are similar to those of being incapacitated, with the added penalty of being unable to move or speak. This makes it difficult for creatures affected by paralysis to defend themselves in combat, as they cannot take any actions or reactions and their movement speed is reduced to zero. Furthermore, invisible creatures become undetectable by sight but still detectable by alternative means; attack rolls against them have disadvantage and all of their attacks have advantage.


Petrification is a condition that turns living creatures into stone or other inanimate substances, and cannot be undone without the use of Greater Restoration or Wish spells. This can be a devastating effect for parties crawling through dungeons, as it can render them unable to act if they are not able to access a 9th-level cleric. Creatures targeted by a petrifying ability get two chances to save; after the first failed saving throw, they become Restrained as they begin to turn to stone. If they fail the second saving throw, they will be fully petrified and unable to move or act until the spell is broken.

Most monsters that can apply the Petrified condition give players the ability to “look away” at the beginning of their turn, avoiding being turned into a statue but suffering disadvantage on all attacks. This gives players an opportunity to avoid being completely incapacitated by this powerful effect.

Charmed is a condition that can be inflicted on another creature by either a player or a monster. It paints the charmer in a favorable light, preventing the affected creature from attacking them and making social roles easier. There are many spells available to inflict this ailment, but comparatively fewer options for curing it. Charmed creatures will remain so until the spell wears off or is broken by other means.

Functional neurological disorder is a neurological condition that causes real symptoms, but cannot be explained by a medical condition. Symptoms vary depending on the type of functional neurologic disorder and can include movement or sensory issues such as numbness, tingling, weakness, dizziness, blurred vision and difficulty speaking.

Thus, the cause of functional neurologic disorder is unknown, but it may be triggered by stress or trauma. Early diagnosis and treatment can help with recovery and managing symptoms. And these are some of the conditions one has to face in DnD 5e.

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