**Conditions** are temporary effects that change what a creature can do. They represent things like fear, injury, magical control, or being knocked down. A creature can have **more than one condition at a time**. #### The Core Rule (Read This First) > **Conditions tell you what you can’t do — not what you can do.** If a condition doesn’t say it stops something, it doesn’t. #### Conditions & Concentration Many conditions **make concentration harder or impossible**. You lose concentration if: - You are **incapacitated** - You are **unconscious** - You fail a concentration check after taking damage Other conditions make it _more likely_ you’ll fail. #### Conditions | Blinded | Frightened | Grappled | | ------------------------------------------- | --------------------------------------------------------------- | --------------------------------------------------- | | You can’t see | You are afraid | movement is restricted | | Automatically fail sight-based checks | Disadvantage on checks and attacks while you can see the source | Speed becomes **0** | | Attack rolls against you have **Advantage** | You can’t willingly move closer to it | Can still attack and cast spells | | Your attack rolls have **Disadvantage** | | Ends if the grappler moves away or is incapacitated | | | | | | Prone | Restrained | Unconscious | | ------------------------------------------------ | --------------------------------------- | ----------------------------------------------- | | You’re on the ground. | You are physically held or trapped. | You are out cold. | | Melee attacks against you have **Advantage** | Speed is **0** | You are incapacitated | | Ranged attacks against you have **Disadvantage** | Attack rolls against you have Advantage | Drop what you’re holding | | Your attacks have Disadvantage | Your attack rolls have Disadvantage | Fall prone | | Standing up costs **half your movement** | Disadvantage on Dexterity saves | Automatically fail Strength and Dexterity saves | | | | Attacks against you have Advantage | | | | Melee hits are critical hits | | Incapacitated | Charmed | Paralyzed | | -------------------------- | -------------------------------------------------- | ----------------------------------------------- | | You can’t take any actions | You can’t attack the charmer | You are frozen in place. | | No actions | Charmer has advantage on social checks against you | Incapacitated | | No reactions | Behaviour depends on the spell | Can’t move or speak | | | | Automatically fail Strength and Dexterity saves | | | | Attacks against you have Advantage | | | | Melee hits are critical hits | | Petrified | Poisoned | | | ----------------------- | ------------------------------------------ | --- | | You are turned to stone | You feel sick or weakened | | | Incapacitated | Disadvantage on attacks and ability checks | | | Unaware of surroundings | | | | Resistant to damage | | | | Doesn’t age | | | #### Conditions Stack - Multiple conditions can apply at once - Identical conditions do **not** stack - Effects overlap only if they don’t contradict Example: - Restrained + Prone = still restrained, still prone #### DM Rule of Thumb > **If a condition says “incapacitated”, concentration ends. > Otherwise, only damage or failed saves break it.** #### Summary > **Conditions limit what you can do — and some end concentration instantly.**