D&D 5e conditions and tracker
All fifteen conditions with their full rules text, plus somewhere to note who currently has what. Both halves exist because conditions fail in two different ways at the table: nobody can remember exactly what restrained does, and three rounds later nobody can remember who was restrained.
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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
- Level 1: Disadvantage on ability checks.
- Level 2: Speed halved.
- Level 3: Disadvantage on attack rolls and saving throws.
- Level 4: Hit point maximum halved.
- Level 5: Speed reduced to 0.
- Level 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. An effect that removes exhaustion reduces its level as specified, 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.
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.
- 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 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.
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, 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, 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, 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.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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Reference
Every 5e condition
Blinded
Cannot see. Attacks against you have advantage; yours have disadvantage.
- 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
Cannot attack the charmer, who has advantage on social checks against you.
- 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
Cannot hear, and automatically fails checks requiring hearing.
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Exhaustion
Six cumulative levels, from disadvantage on checks to death.
- Level 1: Disadvantage on ability checks.
- Level 2: Speed halved.
- Level 3: Disadvantage on attack rolls and saving throws.
- Level 4: Hit point maximum halved.
- Level 5: Speed reduced to 0.
- Level 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. An effect that removes exhaustion reduces its level as specified, 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.
Frightened
Disadvantage while the source is in sight, and you cannot move closer to it.
- 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
Speed 0. Ends if the grappler is incapacitated or you are moved away.
- 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.
- 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
Cannot take actions or reactions.
- An incapacitated creature can’t take actions or reactions.
Invisible
Heavily obscured. Attacks against you have disadvantage; yours have advantage.
- 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
Incapacitated, cannot move or speak; hits within 5 feet are critical.
- A paralyzed creature is incapacitated 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.
Petrified
Turned to stone: incapacitated, resistant to all damage, and ageing stops.
- 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, 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
Disadvantage on attack rolls and ability checks.
- A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
Crawl only. Melee attacks against you have advantage; ranged have disadvantage.
- 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
Speed 0, disadvantage on attacks and Dex saves; attacks against you have advantage.
- 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
Incapacitated, auto-fails Str and Dex saves; attacks against you have advantage.
- A stunned creature is incapacitated, 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
Incapacitated and prone; hits within 5 feet are critical.
- 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.
The confusing ones
Conditions people get wrong
Grappled and restrained are not the same. Grappled sets your speed to 0 and nothing else — you can still attack normally, and attacks against you are not affected. Restrained also sets speed to 0, but adds advantage on attacks against you, disadvantage on your own attacks, and disadvantage on your Dexterity saves. A grapple does not impose restrained unless something says it does.
Incapacitated is a component, not a standalone effect. It only means you cannot take actions or reactions — but paralyzed, petrified, stunned and unconscious all include it, which is why "does this end when they are stunned?" usually resolves to the incapacitated line rather than the condition you were reading.
Prone cuts both ways. Melee attacks against a prone creature have advantage, but ranged attacks against it have disadvantage — so knocking an enemy down helps your fighter and hurts your archer. Standing up costs half your movement.
Unconscious includes prone and drops what you are holding, and any hit from within 5 feet is a critical. That last clause is what makes standing over a downed character so dangerous, and it is the one most often missed.
Exhaustion
The one that stacks
Exhaustion is the only condition with levels, and its effects are cumulative: a creature at level 3 also suffers levels 1 and 2, so it has disadvantage on ability checks, half speed, and disadvantage on attacks and saves all at once.
It is also the only condition that does not simply end. A long rest with food and drink removes one level, so a character at level 4 is several days from clear. That slow recovery is the point — it is the game’s mechanism for making forced marches, starvation and certain spells genuinely costly.
Level 6 is death, which is worth saying out loud at a table that is casually accumulating levels of it.
Worked example
Stacking conditions: three combinations that trip tables up
None of the fifteen conditions apply in isolation — combat regularly stacks two or three at once, and that is where rulings go wrong. Three combinations worth knowing cold:
Restrained and prone together. A creature both restrained (a web spell, say) and knocked prone does not get attacked with double advantage — 5e only ever applies advantage once per roll, however many sources grant it. What does change: restrained already gives every attacker advantage regardless of range, so a ranged attacker who would normally have disadvantage against a prone target instead has plain advantage, because restrained does not distinguish melee from ranged the way prone does on its own. The restrained creature’s own disadvantage on attacks and Dexterity saves still applies on top.
Paralyzed within 5 feet. Paralyzed already gives attackers advantage and auto-fails the creature’s Strength and Dexterity saves. The clause that gets missed: any hit against a paralyzed creature from within 5 feet is an automatic critical hit, not just an easier one to land — a martial character standing next to a hold person’d target is doubling damage dice on every hit that connects, not merely landing more of them.
Frightened while grappled by the same thing. Frightened stops a creature moving closer to what scares it; grappled sets its speed to 0 regardless of the source. If a creature is grappled by the very thing frightening it, the grapple already prevents movement, so frightened adds nothing further there — but it still imposes disadvantage on the creature’s ability checks and attack rolls for as long as the source is in sight, including any check made to escape the grapple.
Editions
Does this change under the 2024 rules?
Yes, and it is the one condition that changed shape rather than just wording. The 2024 Player’s Handbook replaces the six distinct per-level effects above with a single scaling penalty: each level of exhaustion subtracts twice that level from every d20 Test (ability checks, attack rolls and saving throws alike), and reduces speed by 5 feet per level. There is no longer a level that specifically imposes disadvantage, halves your hit point maximum, or drops speed to 0 as a discrete step — it is one penalty that grows smoothly instead of six separate thresholds.
What stayed the same: all fifteen condition names, the other fourteen conditions’ rules text (unchanged between editions), death at level 6, and recovery of one level per long rest — still conditional on having eaten and had something to drink that day.
The reference above follows the 2014 rules / SRD 5.1 text specifically, which is what the fourteen non-exhaustion conditions have in common with the 2024 book regardless. If your table runs the 2024 PHB, use the scaling-penalty version for exhaustion and this page’s text for everything else.
Rulings
Questions that come up mid-combat
Does invisible remove the need to make a Stealth check? No. Invisible only means the creature cannot be seen without magical help — it can still be heard, and its location can be detected by any noise it makes or tracks it leaves, which is why a rogue who goes loud while invisible is still findable.
Can a stunned creature take a reaction, like an opportunity attack? No. Stunned includes incapacitated, and incapacitated blocks both actions and reactions — the same reasoning applies to paralyzed, petrified and unconscious.
Does poisoned stop a caster casting spells? Not directly — poisoned only imposes disadvantage on attack rolls and ability checks. A poisoned character can still cast a saving-throw spell at full effect; a spell that requires a spell attack roll is rolled with disadvantage, because that roll is an attack roll.
Can a restrained creature still cast a spell with only verbal and somatic components? Yes. Restrained does not stop actions, only movement and the creature’s own attack rolls and Dexterity saves — a save-based spell is unaffected; a spell attack roll from a restrained caster has disadvantage.
At the table
Keeping conditions straight without stopping the game
Announce the condition out loud the instant it is applied, rather than relying on a written note being noticed later — most missed conditions were written down correctly and simply never read.
Pick one physical or digital marker per condition and use it consistently. Which marker means which condition matters less than everyone at the table agreeing on the same one every time.
Treat exhaustion specifically as between-session bookkeeping rather than a during-combat one, since it persists across fights and often across whole sessions — it is the one condition worth tracking on the character sheet itself, not just the initiative tracker.
State the duration trigger out loud the moment a condition lands — "until the end of its next turn", "until it succeeds a save" — because that detail is what everyone forgets three rounds later, not the condition’s existence.
Reference
Every condition at a glance
| Condition | Speed | Can act? | Attacks against them | Their attacks | Their saves |
|---|---|---|---|---|---|
| Blinded | Normal | Yes | Advantage | Disadvantage | Normal |
| Charmed | Normal | Yes (not vs. charmer) | Normal | Normal (not vs. charmer) | Normal |
| Deafened | Normal | Yes | Normal | Normal | Normal |
| Exhaustion | Varies by level | Varies by level | — | — | Varies by level |
| Frightened | Normal (can’t approach source) | Yes | Normal | Disadvantage (source in sight) | Normal |
| Grappled | 0 | Yes | Normal | Normal | Normal |
| Incapacitated | Normal | No actions/reactions | Normal | — | Normal |
| Invisible | Normal | Yes | Disadvantage | Advantage | Normal |
| Paralyzed | 0 | No | Advantage (crit within 5 ft) | — | Auto-fail Str/Dex |
| Petrified | 0 | No | Advantage | — | Auto-fail Str/Dex |
| Poisoned | Normal | Yes | Normal | Disadvantage | Normal |
| Prone | Crawl only | Yes | Advantage (melee) / Disadvantage (ranged) | Disadvantage | Normal |
| Restrained | 0 | Yes | Advantage | Disadvantage | Disadvantage (Dex) |
| Stunned | 0 | No | Advantage | — | Auto-fail Str/Dex |
| Unconscious | 0 (also prone) | No | Advantage (crit within 5 ft) | — | Auto-fail Str/Dex |
Common questions
- How many conditions are there in D&D 5e?
- Fifteen: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned and unconscious. Exhaustion is the only one with levels.
- What is the difference between grappled and restrained?
- Grappled only sets your speed to 0. Restrained sets speed to 0 and additionally gives attackers advantage against you, gives you disadvantage on your own attacks, and gives you disadvantage on Dexterity saving throws. A standard grapple does not make you restrained.
- Does prone give advantage to attackers?
- Only in melee. An attack from within 5 feet has advantage against a prone creature; an attack from further away has disadvantage. The prone creature itself has disadvantage on its attacks either way.
- How do you remove exhaustion?
- A long rest removes one level, provided the creature has also eaten and drunk. Effects that specifically reduce exhaustion do so by the amount they state. All exhaustion effects end once the level drops below 1.
- Does incapacitated stop movement?
- No. Incapacitated only prevents actions and reactions. A creature that is incapacitated but not otherwise restricted can still move. Conditions like paralyzed and stunned stop movement because they say so separately, on top of including incapacitated.
- Do multiple sources of disadvantage stack the same way advantage doesn’t?
- No — it is the same rule either way. However many sources grant advantage or disadvantage, you still roll only one d20 with advantage or one with disadvantage. If a creature has both advantage and disadvantage from any sources, they cancel and it rolls normally.
- Can a creature be both charmed and frightened by different sources at once?
- Yes. The two conditions are independent and neither one cancels or subsumes the other — a creature can be unable to attack one enemy (charmed) while separately unable to approach another (frightened) at the same time.
- Does blinded stop you casting spells with a somatic component?
- No. Blinded doesn’t restrict actions — it only causes automatic failure on sight-based ability checks and the advantage/disadvantage swing on attack rolls. A blinded caster can still cast normally; only a spell attack roll is affected, and only because that roll counts as an attack roll.
- What ends the grappled condition — is that the same as escaping a grapple?
- Not quite. Grappled itself ends only if the grappler becomes incapacitated or an effect removes the target from the grappler’s reach. Escaping via a Strength (Athletics) or Dexterity (Acrobatics) check contested by the grappler is a separate mechanism the condition’s own text doesn’t define — it comes from the grappling rules, not from the condition.
- Is petrified permanent?
- Mechanically, yes, until whatever caused it is specifically reversed — the condition has no built-in duration or save to end it on its own, unlike most conditions on this page.
- Which conditions stop concentration?
- None of them directly — concentration breaks specifically on taking damage or becoming incapacitated. Any condition that includes incapacitated (paralyzed, petrified, stunned, unconscious) therefore ends concentration the moment it’s applied; conditions without it, like poisoned or frightened, don’t touch concentration at all by themselves.
More free tools
- Dice rollerStandard notation, advantage, and a running history. Every individual die is shown, not just the total.
- Initiative trackerRoll or enter initiative, track HP and conditions, and step through rounds. Survives a refresh.
- Name generatorNames for every SRD ancestry, plus taverns and settlements — for when the party asks who that was.
- Spell slot trackerSlots by class and level for full, half, third and pact casters. Expend, restore, long rest.
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