Blinded
conditionCan't see. Auto-fails checks that need sight; attacks against it have advantage, and its own attacks have disadvantage.
Every skill and condition, in plain language. Search or filter to find it fast.
Can't see. Auto-fails checks that need sight; attacks against it have advantage, and its own attacks have disadvantage.
Can't attack the charmer, who has advantage on social interactions with it.
Can't hear, and auto-fails any check that relies on hearing.
Disadvantage on checks and attacks while the source of fear is in sight; can't willingly move closer to it.
Speed drops to 0. Ends if the grappler is incapacitated or something pulls it out of reach.
Can't take actions or reactions.
Can't be seen without special senses; attacks against it have disadvantage and its attacks have advantage.
Incapacitated and unable to move or speak; auto-fails Strength and Dexterity saves, and nearby hits are critical.
Turned to solid substance β unaware, resistant to all damage, and immune to poison and disease.
Disadvantage on attack rolls and ability checks.
Can only crawl; disadvantage on attacks. Melee attackers have advantage, distant attackers have disadvantage.
Speed 0, with disadvantage on attacks and Dexterity saves; attacks against it have advantage.
Incapacitated and barely able to speak; auto-fails Strength and Dexterity saves; attacks against it have advantage.
Incapacitated, prone, and unaware; drops what it holds and nearby hits are critical.
Stacking levels of fatigue that steadily worsen checks, saves, and speed β and at the worst level, can be fatal.
Climbing, jumping, swimming, and raw physical grappling.
Balance, tumbling, and keeping your feet under you.
Quick, subtle handwork β pickpocketing or palming a coin.
Moving unseen and unheard.
Knowledge of magic, spells, and the planes.
Recalling past events, lore, and fallen kingdoms.
Reading clues and working out how things fit together.
Knowledge of terrain, plants, animals, and weather.
Knowledge of gods, rites, and holy symbols.
Calming, reading, and guiding animals.
Reading intentions and spotting a lie.
Stabilizing the dying and diagnosing ailments.
Noticing things with your eyes, ears, and nose.
Tracking, foraging, and finding your way in the wild.
Convincingly lying or misleading.
Getting your way through threats and sheer presence.
Delighting a crowd with music, dance, or acting.
Winning people over with tact and charm.
Content describes SRD 5.2 (2024) game mechanics in our own words. Names and system Β© their respective holders under CC-BY-4.0.