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Also see: Category:Condition
This material is published under the OGL

Appendix PH-A

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

SRD5 Conditions[edit]

17 SRD5 conditions


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition

  • 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.


[2] 5th edition condition

The most common occurrence of being dazzled is when a creature moves suddenly from one light level to another (i.e. from dim light to bright light) a creature is dazzled until the end of their turn.


[SRD5 OGL/CC-BY] [1] 5th edition condition

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


[SRD5 OGL/CC-BY] [1] 5th edition condition
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.


[SRD5 OGL/CC-BY] [1] 5th edition condition

  • 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.


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition

  • 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.


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition
Also see: Movement - Being prone and Attack - Knocking 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.


[SRD5 OGL/CC-BY] [1] 5th edition condition


[4] 5th edition condition

  • A slowed target’s speed is halved
  • It takes a −2 penalty to AC and Dexterity saving throws.
  • It can’t use reactions.
  • On its turn, it can use either an action or a bonus action, not both.
  • Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
  • If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.


[SRD5 OGL/CC-BY] [1] 5th edition condition


[SRD5 OGL/CC-BY] [1] 5th edition condition

Also see: SRD5:Surprise
  • [A surprised creature] can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends.


[SRD5 OGL/CC-BY] [1] 5th edition condition

End of the SRD5 material

Homebrew Conditions[edit]

2 homebrew condtions.


[2] 5th edition condition

The most common occurrence of being dazzled is when a creature moves suddenly from one light level to another (i.e. from dim light to bright light) a creature is dazzled until the end of their turn.


[5] 5th edition condition


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL & CC-BY.
  2. 2.0 2.1 User:Rlyehable. Created: 2021-10-14. Licensed: CC-BY-SA.
  3. 3.0 3.1 Rule Tip: You're a Creature: A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. — UA 2020 Subclasses Part 3
  4. Unofficial migration from the SRD5 spell slow. [reformatted to match other conditions]
  5. user:Rlyehable Created: 2019-05-30. Licensed: CC-BY-SA

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