A creature is bloodied when it has half or fewer of its hit points remaining. This has no immediate effects but can be a trigger for other abilities.
A Dazed creature must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
A creature who is set ablaze takes 1d6 fire damage at the start of each of their turns. Each turn that they remain on fire, or any time the Set Ablaze condition is reapplied, the damage increases by 1d6, to a maximum of 3d6. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
If an effect such as the transmute spell Metamagic would change the damage type of what caused this condition, the damage for Set Ablaze would match the new damage type. Creatures that are immune to the damage type dealt are immune to this condition.
A creature who is surprised has Disadvantage on initiative rolls and until the end of the first round of the combat, all attack rolls have Advantage on them and they make Strength and Dexterity saving throws at Disadvantage.
A blinded creature can't see and automatically fails any ability check that requires sight.
As normal, creatures that you can't see have advantage against you, and your attack rolls have disadvantage.
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.
A deafened creature can't hear and automatically fails any ability check that requires hearing.
Some special abilities and environmental hazards, such as starvation 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 - Disadvantage on ability checks
2 - Speed halved
3 - Disadvantage on attack rolls and saving throws
4 - Hit point maximum halved
5 - Speed reduced to 0
6 - Death
If an already exhausted creature suffers 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. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on 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.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
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.
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
The condition ends if the grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave spell.
An incapacitated creature can't take Actions, Bonus Actions, or Reactions.
An Invisible creature becomes hidden to any creatures whose passive perception is lower than the creature’s passive stealth score (10+Stealth Bonus) until they attack, cause a harmful effect, or use the Magic Action. If an invisible creature that has been located moves or teleports, it becomes hidden again in the same manner. Any creature that tries to actively perceive an invisible target does so at disadvantage against the passive stealth score of the target.
The creature is heavily obscured.
As normal, if a creature has special senses such as Blindsight or Truesight, it automatically locates any Invisible creatures within the area of that sense that are not otherwise hidden, and the creature does not count as heavily obscured.
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
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 5 feet of the creature.
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.
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.
A poisoned creature has disadvantage on attack rolls and ability checks.
A prone creature's only movement option is to crawl, unless they stand up by expending half their movement thereby ending the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
A restrained creature's speed becomes 0, and they can't benefit from any bonus to their speed.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws, except those made to remove this condition.
A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
An unconscious creature is incapacitated, 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 5 feet of the creature.