TEXT: 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. 
  DEAFENED 
   
  • A deafened creature can’t hear 
  and automatically fails any ability 
  check that requires hearing. 
   
   
   
  EXHAUSTION 
   
  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 
  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. 
  GRAPPLED 
   
  • 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. 
   
   
   
  INCAPACITATED 
   
  • An incapacitated creature can’t 
  take actions or reactions. 
  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. 
  • Attack rolls against the creature 
  have disadvantage, and the 
  creature’s attack rolls have 
  advantage. 
  PARALYZED 
   
  • 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. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXHAUSTION 
   
  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. 
   
  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  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. 
  • 
  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. 
  POISONED 
   
  • A poisoned creature has 
  disadvantage on attack rolls and 
  ability checks. 
  PRONE 
   
  • A prone creature’s only 
  movement option is to crawl, unless 
  it stands up and thereby ends 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. 
   
   
   
  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. 
  STUNNED 
   
  • 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. 
  UNCONSCIOUS 
   
  • An unconscious creature is 
  incapacitated (see the condition), 
  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. 
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  OPEN GAME LICENSE Version 1.0a 
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  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but 
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  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Not for resale. Permission granted to print or 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
  DnD5e.info Condition Cards Copyright 2018, Fortiter Games. This work features adaptations of art by Daniel F. Walthall. 
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fortiter Games/Fifth Edition Condition Cards.pdf