**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.**