A condition lasts until either its duration or its origin ends. If multiple features impose the same condition, each instance of the condition has its own duration, but the condition doesn't change unless specified otherwise.
There are four thresholds to the aging condition: newborn, young, adult, and elderly. Each threshold grants different effects based on a creature's type.
The attitude condition has three thresholds: friendly, hostile, and indifferent. The player (or GM) controlling a character determines whether another creature falls under one of these thresholds.
The player or GM controlling a creature determines whether the creature starts or ends being friendly towards one or more creatures, no action required.
A creature can become friendly towards one or more creatures at the same time.
A creature makes Charisma checks with advantage towards a friendly creature.
A creature can't become targeted by an effect that requires its target to be a hostile creature.
The condition can end if the friendly creature becomes indifferent or hostile.
The player or GM controlling a creature decides whether the creature starts or ends being friendly towards one or more creatures (no action required).
A creature can become hostile towards one or more creatures at the same time.
A hostile creature can't be targeted by an effect that requires its target to be a friendly creature.
A creature makes Charisma checks against a hostile with disadvantage.
A creature within reach of the hostile creature is threatened.
The condition ends if the creature becomes indifferent or friendly towards the creature of the source of the condition.
An indifferent creature is neither friendly or hostile towards another creature.
A banished creature native to the current plane is teleported to an extradimensional space and is incapacitated.
A banished creature not native to the current plane is teleported to its original plane and the condition ends.
A bleeding creature is bloodied and loses 1d4 hit points at the start of its turn.
A blinded creature is staggered and unaware (sight).
A bloodied creature can’t regain hit points.
The bound condition targets one or more parts of the target's body.
A bound creature is debilitated (Strength and Dexterity).
A bound creature must make on a Strength save when attempting to use a bound limb. The DC is equal to the Strength score of the item or one that is provided by the effect causing the condition.
A bound (mouth) creature is impaired.
The burning condition is cumulative. Each time a creature or object gains the condition, it gains one level of burning.
A burning target must succeed on a DC 15 Constitution save at the start of its turn or take 1d4 fire damage for each level of burning it has, ending the condition on a success.
A burning target with 10 levels of this condition becomes immolated.
The condition ends if a creature takes the Extinguish action on the burning target or if the burning target becomes wet.
The condition also ends if the level of burning reaches 0.
A cataleptic creature is unconscious and has 0 hit points.
A cataleptic creature doesn't make death saves.
A cataleptic creature has resistance to all damage except psychic.
Any feature that attempts to reveal whether a creature is cataleptic creature is dead or not reveals the creature as dead.
The condition ends if the cataleptic creature regains 1 hit point or becomes stabilized.
The charmed condition has two targets: the charmed creature and the charmer, which is the origin of the condition.
A charmed creature can't attack or cause any harmful effect to charmer.
A charmed creature is exploited by the charmer.
A chilled creature is crippled and slowed.
A chilled creature becomes frozen when it gains the chilled condition again.
A coated weapon has the effects of the concoction, fire, or liquid it was coated with.
The condition ends after 1 minute or if a creature removes the coating with water.
A creature under an effect that requires concentration is considered concentrating for the duration of that effect.
The condition ends if the concentrating creature becomes dazed, impaired, incapacitated, or dead, or if the concentrating creature starts concentrating on another effect or ends the concentration (no actions required).
The condition also ends If the concentrating creature fails a Constitution saving throw after taking damage against the DC of 10 or half the damage taken (whichever number is higher). If the creature fails the saving throw by half or more, it also becomes dazed until the end of its next turn.
A confused creature is startled and must roll a d10 at the start of its turn to determine its behavior for that turn.
A conjured creature or object disappears when its hit points drop to 0 or the feature that conjured it ends.
The covered condition has three thresholds: half covered, three-quartes covered, and totally covered.
A half covered target has a +2 bonus to AC and Dexterity saving throws.
A three-quarters covered target has a +5 bonus to AC and Dexterity saving throws.
A totally covered target is unseen can't be targeted by an attack or spell.
A crippled creature automatically fails Strength and Dexterity saving throws.
A creature or item can be cursed with one or more curses, gaining the effects of each curse affecting it.
A dazed creature can't use an action that requires concentrating.
If a creature is concentrating when it becomes dazed, the concentration ends.
A dead creature can't regain hit points and becomes a corpse, which has the statistics of an object specified by the GM.
A deafened creature is unaware (hearing).
A debilitated creature has disadvantage on skill checks with one or more attributes, as shown in parentheses after the condition.
The degraded condition is cumulative. Each time an armor or weapon is degraded, it gains one level of degradation.
A degraded armor subtracts its level of degradation from its AC (armor) or AC bonus (shields).
A degraded armor becomes broken when its AC reaches 10, or a shield's AC bonus reaches +0.
A degraded weapon subtracts its level of degradation from attack and damage rolls made with it.
A degraded weapon subtracts its level of degradation from the critical miss threshold.
A degraded weapon has disadvantage on attack rolls when its level of degradation reaches 3.
A degraded weapon becomes broken when its level of degradation reaches 5.
The condition ends if the level of degradation reaches 0.
A creature can be diseased with one or more diseases, gaining the effects of each disease affecting it.
A willing creature can be targeted by an effect that requires its target to be willing.
The condition ends if the player or GM controlling the creature determines the creature is unwilling.
An unwilling creature can't be targeted by an effect that requires its target to be willing.
The condition ends if the player or GM controlling the creature determines the creature is willing.
A distracted creature can only take one action on its turn.
A dying creature is unconscious and has 0 hit points.
A dying creature must make a death save at the start of each of its turn.
A dying creature that takes damage immediately makes a death save with disadvantage.
A dying creature dies after a number of rounds equal to the dying creature's Constitution modifier (minimum of 1),
The condition also ends if the dying creature becomes stabilized or regains at least 1 hit point, provided the creature isn't suffocating.
The enfeebled condition is cumulative. Each time a creature becomes enfeebled, it gains 1 level of enfeeblement.
An enfeebled creature subtracts its level of enfeeblement from its Strength, Dexterity, and Constitution scores.
The condition ends if the level of enfeeblement reaches 0.
An empowered creature has advantage on attack rolls with one or more attributes, as shown in parentheses after the condition.
An enhanced creature has advantage on checks with one or more attributes or skills, or against a condition, as shown in parentheses after the condition.
An exalted creature has advantage on saves with one or more attributes, or against a condition, as shown in parentheses after the condition.
The equipped condition has two thresholds: equipped and unequipped.
An equipped item is considered fully carried, donned, drawn, carried, or worn and occupies its corresponding body part, preventing the use of another equivalent item in the same part, unless described otherwise.
A creature with an equipped item can use its features.
The condition ends when the creature unequips the item by dropping, doffing, sheathing, stowing, or removing the item, causing it to be considered unequipped.
The exhausted condition is cumulative. Each time a creature is exhausted, it gains 1 level of exhaustion.
An exhausted creature subtracts its level of exhaustion from any d20 roll it makes and from its ablity and spell save DCs.
An exhausted creature subtracts its level of exhaustion multiplied by 5 from its movement speed (minimum of 0 movement speed).
An exhausted creature starts dying if its level of exhaustion is equal to or higher than its Constitution modifier (minimum of 1).
The condition ends if the level of exhaustion reaches 0.
Attack rolls against an exposed creature are made with advantage.
A falling creature descends at a rate of 500 feet each turn until it hits a surface, taking 1d6 bludgeoning damage for every 10 feet it fell, and becoming prone unless the fall damage was avoided.
A falling creature that has a flying speed can end the condition by spending any of its flying speed at the start of its turn.
A creature with a hovering speed is immune to the condition, provided it isn't immobilized or unconscious.
A fatigued creature can't gain the benefits of finishing a rest without having fully slept in a 24-hours period.
A fatigued creature must succeed on a DC 10 Constitution (Endurance) check at the end of every 24-hour period that passes without sleeping or become exhausted. The DC increases by 5 for each consecutive 24-hour period without sleeping, and it resets to 10 when the fatigued creature finishes sleeping.
The condition ends if the creature sleeps the minimum amount of hours during a rest.
The flanked condition has three targets: the flanked creature, and the flankers, which are the two creatures causing the condition.
A flanked creature is exposed.
The condition ends if the flanked creature leaves the reach of one of the flankers.
The condition also ends if another creature within the reach of the flanked creature also becomes flanked, or if a creature friendly to the flanked creature is within 5 feet of it.
A frightened creature is debilitated and staggered while the origin of the condition is within line of sight.
A frightened creature can't willingly move closer to origin of the condition.
A frozen creature is exposed, immobilized, numb, and startled, and is immune to the burning and wet conditions.
A frozen creature has resistance to fire damage, immunity to cold damage, and vulnerability to bludgeoning and force damage.
The condition ends if the creature spends 1d4 hours in a hot environment, 6d10 minutes within 10 feet of a source of fire, takes at least 1 fire damage at the start of its turn for 1d10 minutes, or after 8 hours.
The condition also ends if the frozen creature takes damage equal to at least half its hit points.
A gored creature has its hit point maximum reduced by a feature, as shown within the parentheses after the condition in the feature's description.
The grappled condition has two targets: the grappled and the grappler, which is the creature that started the condition.
The grappled creature is immobilized.
The grappled creature is staggered against all creatures except the grappler.
The grappled creature moves with the grappler.
The grappler is slowed unless the grappled creature is at least two sizes smaller than the grappler.
The grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grappler's Strength (Athletics) check to attempt to escape the grapple.
The condition ends if the grappler is incapacitated or releases the grappled creature (no action required).
The condition also ends if an effect removes the grappled creature from the reach of the grappler.
When a gravemarked creature is reduced to 0 hit points, it starts dying but doesn't make death saves.
While dying, a gravemarked creature has resistance to all damage, and immunity to the poisoned condition.
The gripped condition has two targets: the gripped creature and the gripping creature. The gripping creature is the origin of the condition.
A gripped creature shares one or more of its space with the gripping creature.
The gripping creature moves with the gripped creature.
The condition ends if the gripping creature moves out of the gripped creature's space, or if the gripping creature becomes incapacitated.
A hidden creature is outside the line of sight and earshot of one or more creatures.
A hidden creature has advantage on attacks and initiatives.
The condition ends if a creature succeeds on its Perceive action against the hidden creature's Hidden DC.
The condition also ends if the hidden creature is within the line of sight or earshot of one or more creatures.
A hindered creature is impaired and slowed.
A hungry creature must succeed on a DC 15 Constitution (Endurance) check at the end of every 24-hour period that passes without eating a day's worth of food or become exhausted.
A hungry creature must succeed on a DC 18 Constitution (Endurance) check after eating spoiled food or become exhausted.
The condition ends if the creature eats a day's worth of food for each level of exhaustion gained from this condition.
An ignited creature or non-equipped flammable object starts burning after the next fire damage it takes before the end of its next turn.
A creature or non-equipped flammable object that ends its turn within an ignited creature or object must succeed on a DC 15 Dexterity saving throw or also become ignited.
An immaterial creature is incorporeal and has resistance to all damage except force damage.
An immobilized creature's speed becomes 0, and it can't benefit from any bonus to its speed.
An immolated creature or object gains the burning condition at the start of each of its turns.
An immolated creature or object sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Any creature or object that ends its turn within 5 feet of an immolated creature or object must succeed on a Dexterity saving throw (DC 20) or start burning.
The body of an immolated creature that dies is destroyed and becomes ash.
An impaired creature can't take the Magic (Spellcast) action.
An incapacitated creature is dazed, numb, silenced, startled, and surprised.
An incapacitated creature automatically fails Grapple and Shove contests.
An incorporeal creature can move through other creatures and objects as if they were difficult terrain, but can't end its turn in an occupied space. If an incorporeal creature ends its turn in an occupied space (such as a creature, item, or environment), it is immediately shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet moved.
An indispellable magic effect or spell is immune to the effects of the antimagic field, counterspell, and dispel magic spells, and to the impaired condition.
An intoxicated creature is dazed and lethargic until it finishes a rest.
A creature that has resistance or immunity to poison damage is immune to this condition.
An invisible creature can't be seen.
A lethargic creature is debilitated, staggered, and weakened with one or more attributes, as shown in parentheses after the condition.
A creature becomes lost when it takes the Trek action and fails the Pathfinding check.
A lost creature must spend the time and travel speed used with the Trek action to move in a random direction.
The mad condition is cumulative. Each time a creature becomes mad, it gains 1 level of madness.
A mad creature subtracts its level of madness from its Intelligence, Wisdom, and Charisma scores.
The condition ends if the level of madness reaches 0.
A maimed creature is slowed and can't expend more than 1 action point on its turn.
The marked condition has two targets: the marked and the marker. The marker is the origin of the condition.
A marked creature is exposed on melee attacks made as a reaction against it by the marker.
The marker can take the Attack action outside its turns whenever the marked creature takes the Move action, provided the marker hasn't used its reaction.
A meditating creature is concentrating and unaware.
The mounted condition has two targets: the mounted creature and the rididing creature, which is the origin of the condition.
The mounted creature can only take the Disengage or Dodge action on its turn.
If the mounted creature takes the Move action, a creature that has the mounted creature within reach can take the Attack action as a reaction to target the riding or the mounted creature.
The riding and the mounted creatures share initiative order in combat.
The riding creature is gripped onto the mounted creature.
The riding creature determines how the mounted creature uses its movement speed.
If a riding creature is knocked prone, it must succeed a DC 10 Dexterity saving throw or fall off the mounted creature, landing prone in the closest unoccupied space within 5 feet of the mounted creature.
If an effect moves the mounted creature against its will, the riding creature must succeed a DC 10 Dexterity saving throw or fall and become prone in an unoccupied space within 5 feet of the mounted creature. If the mounted creature doesn't have a saddle equipped, the riding creature makes the saving throw with disadvantage.
A numb creature can't take actions.
A paralyzed creature is crippled, exposed, immobilized, and incapacitated.
The paranoid condition is cumulative. Each time a creature becomes paranoid, it gains 1 level of paranoia.
A paranoid creature subtracts its level of paranoia from Intelligence, Wisdom, and Charisma saves.
A healing effect removes 1 level of paranoia.
The condition ends if the level of paranoia reaches 0.
A perceived creature is within line of sight or earshot of another creature.
A petrified creature is crippled, exposed, incapacitated, transformed, and unaware.
A petrified creature is immune to the aging, diseased, and poisoned conditions.
The weight of a petrified creature increases by ten times.
The creature has resistance to all damage.
A polymorphed creature is hindered, impaired, silenced, and transformed.
A polymorphed creature's attributes scores are replaced by those of its new form.
A poisoned creature is debilitated and staggered.
The possessed condition has two targets: the possessed and the possessor, which is the origin of the condition.
A possessed creature becomes incapacitated and loses control of its body but still retains its awareness.
The possessor's statistics are replaced by the possessed creature's statistics, except for its alignment, its training, and its Intelligence, Wisdom, and Charisma scores, but it doesn't gain the possessed creature's knowledge, attributes, or training.
The possessor can't be targeted by any attack, spell, or other effect, except ones that turn undead.
The condition ends when the possessed drops to 0 hit points or when the possessor is turned, forced out by an effect like the dispel evil and good spell, or ends the possession. The possessor then appears in an unoccupied space within 5 feet of the creature.
A prone creature is exposed to creatures within 5 feet.
A prone creature is also staggered.
A prone creature's only movement option is to crawl.
Attack rolls against the prone creature beyond 5 feet have disadvantage.
The condition ends if the prone creature takes the Move (Stand) or Stand action.
A raging creature is dazed and impaired.
A raging creature is immune to the surprised condition.
The condition ends if the raging creature becomes unconscious.
The condition also ends if the raging creature ends its turn without having dealt damage to or taken damage from a hostile creature.
A restrained creature is exposed, immobilized, staggered, and weakened (Dexterity).
A shocked creature is vulnerable to lightning damage.
Whenever a shocked creature takes lightning damage, it must succeed on a DC 15 Constitution saving throw or become dazed and numb.
A shocked creature is weakened against effects that would cause it become stunned.
A silenced creature is unaware (speech) and impaired.
A shapeshifted creature has changed its appearance (but not any statistic) into of another creature.
A sleeping creature is unaware and unconscious.
A sleeping creature in a non-urban or non-campsite environment becomes fatigued every 1 hour.
A sleeping creature that is unwillingly awoken becomes fatigued if it fails a Constitution save against a DC of 10, plus 1 for each time the creature was unwillingly awoken in a 24-hour period.
A sleeping creature rolls 1d4 after every 1 hour. On a roll of 1, the creature is also dreaming for the duration (GM fiat), as detailed below.
The sleeping condition ends if:
Another creature takes the Awaken action to wake up the sleeping character.
A sudden loud noise, such as yelling, thunder, or a ringing bell.
Quiet speech within 30 feet, normal speech within 60 feet, or loud speech within 300 feet.
Whispers within 10 feet, provided the sleeping creature's passive Wisdom (Perception) score is 20 or higher.
Wind, birdsong, crickets, street sounds, or the like, provided the sleeping creature's Passive Wisdom (Perception) score is 15 or higher.
Entering combat.
A creature that starts dreaming rolls 6d10 each hour to define how long in minutes the dream lasts, and 1d6 to define its dream state: 1 is a nightmare, 2 is a chaotic dream, 3 or 4 is a normal dream, 5 is a surreal dream, and on a 6, the creature enters the dreamscape.
A dreaming creature that has a nightmare must succeed on a DC 10 Wisdom save or become fatigued. If it fails by 5 or more, the creature also has disadvantage on Wisdom saves for the next 1d4 hours.
The condition ends when the dreaming creature is no longer sleeping or the dream ends.
The slowed condition is cumulative. Each time a creature becomes slowed, it gains 1 level of slow.
A slowed creature subtracts its level of slow multiplied by 5 from its movement speed (minimum of 0).
A slowed creature with 5 levels of slow becomes debilitated (Strength and Dexterity) and weakened (Strength and Dexterity).
A slowed creature with 10 levels of slow becomes lethargic.
A stabilized creature has 0 hit points and is unconscious.
The condition ends if the stabilized creature regains at least 1 hit point, provided the creature isn't suffocating.
The condition also ends if the stabilized creature takes any damage, causing it to start dying.
The stabilized creature regains 1 hit point after 1d4 hours of becoming stabilized.
A staggered creature has disavantage on attack rolls.
A startled creature can't take reactions.
The strained condition is cumulative. Each time a creature becomes strained, it gains 1 level of strain.
A strained creature subtracts its level of strain from attacks using Intelligence, Wisdom, or Charisma.
The condition ends if the level of strain reaches 0.
The stressed condition is cumulative. Each time a creature becomes stressed, it gains 1 level of stress.
A stressed creature subtracts its level of stress from Intelligence, Wisdom, and Charisma checks.
A healing effect removes 1 level of stress.
The condition ends if the level of stress reaches 0.
A stunned creature is crippled, exposed, incapacitated, immobilized, and unaware (speech).
A submerged creature that lacks a swimming speed is staggered.
A submerged creature that lacks a swimming speed critically misses when it takes the Attack action with a ranged weapon beyond the weapon's normal range.
A submerged creature that can't breathe water can't speak.
A submerged creature is wet.
A suffocating creature that goes a number of rounds equal to its Constitution modifier (minimum of 1) without air starts dying at the start of the next round.
A summoned creature returns to its original place of existence in the closest unoccupied space it originally occupied when the effect that summoned it ends.
A surprised creature is immobilized, numb, and startled until the start of its next turn.
The tamed condition has two targets: the tamed and the tamer, which is the origin of the condition.
The tamed creature is friendly to the tamer.
The tamed and the tamer creatures share initiative order.
The tamed creature acts independently, provided the tamer is incapacitated.
The condition ends if the tamer becomes hostile to the tamed creature, or the tamed creature becomes hostile to its tamer.
The condition also ends if the tamer takes the Command action for 10 minutes to release the tamed creature.
A thirsty creature must succeed on a DC 15 Constitution (Endurance) check at the end of every 24-hour period that passes without drinking a day's worth of water or become exhausted.
A hungry creature must succeed on a DC 18 Constitution (Endurance) check after drinking spoiled water or become exhausted.
The condition ends if the thirsty creature drinks a day's worth of water for each level of exhaustion gained from this condition.
A threatened creature is staggered (ranged attacks).
A turned creature is startled.
A turned creature can't willingly move to a space within 30 feet of the origin of the condition.
A turned creature can only take a Move action to move away from the origin of the condition. If there's nowhere to move, the turned creature takes the Dodge action.
An unarmed creature has no weapons equipped.
An unarmed creature uses its Strength for attack rolls, dealing 1 + its Strength on hit.
An unarmored creature has no armor equipped.
An unarmored creature has an AC of 10 + its Dexterity modifier.
An unconscious creature is crippled, exposed, incapacitated, prone, restrained, and unaware.
A creature that hits an unconscious creature with a melee attack scores a critical hit.
When the condition ends, a creature automatically becomes conscious.
The unstable condition is cumulative. Each time a creature becomes unstable, it gains 1 level of instability.
An unstable creature subtracts its level of instability from attack rolls using Strength or Dexterity.
The condition ends if the level of instability reaches 0.
A weakened creature has disadvantage on saves with one or more attributes, as shown in parentheses after the condition.
A wet creature has resistance to fire damage and vulnerability to cold and lightning damage.
A wet creature has immunity to the burning condition.
A wounded creature's current hit points equals to or is less than half its hit points maximum.