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UNCONSCIOUS

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-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.

Condition

STUNNED

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-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.

Condition

RESTRAINED

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-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.

Condition

PRONE

  • casting time
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  • components
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-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.

Condition

POISONED

  • casting time
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-A poisoned creature has disadvantage on attack rolls and ability checks.

Condition

PETRIFIED

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-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.

Condition

PARALYZED

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-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.

Condition

INVISIBLE

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-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.

Condition

INCAPACITATED

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-An incapacitated creature can't take actions or reactions.

Condition

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GRAPPLED

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-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.

Condition

FRIGHTENED

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-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.

Condition

DEAFENED

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-A deafened creature can't hear and automatically fails any ability check that requires hearing.

Condition

CHARMED

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-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.

Condition

BLINDED

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-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.

Condition

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