Status conditions, or Status for short, 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 statuses, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A status lasts either until it is countered (the prone status is countered by standing up, for example) or for a duration specified by the effect that imposed the status.
Certain status conditions have progressive effects called stages and certain spells and items apply a general stage of that status condition to the target. For example a spell might give one stage of fear to a target. If the target has no other stages of fear, it is now on the first stage of fear or Shaken. If the target is affected by that same spell again, then it moves to the next stare of fear Scared.
If multiple effects impose the same status or kind of status on a creature, each instance of the status has its own duration. If two statuses are of the same stage, you move to the next stage of the effect until the duration wears off where you move back a level in that stage or the effect ends.
These are statuses that are generally resisted by mental or magic defenses.
Entrancement statuses are any effects that would alter your choices. All these statuses are part of the Entranced scale.
Charmed
You 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 you.
Dominated
You are Charmed.
You must follow commands given by the charmer.
Possessed
You cannot make any actions or movements on your own.
As long as you remain possessed, you no longer control your character.
Fear statuses require line-of-sight, either from the target or from the source. All these statuses are part of the Fear scale.
Shaken
You can move at half movement.
Scared
You have disadvantage on non-combat skill rolls.
You are Shaken.
You can move away from your source of fear at normal movement.
Frightened
You have disadvantage on all skill rolls.
You can’t willingly move closer to your source of fear.
Terrified
You can’t attack and have disadvantage on ability rolls and defense rolls.
You must move away from your source of fear or you cannot move.
These statuses affect your ability to perceive the world around you.
Blinded
You can’t see and automatically fail any Awareness or Acuity roll that requires sight.
All creatures are Unseen to you.
Deafened
You can’t hear and you automatically fail any Awareness or Acuity roll that requires hearing.
Invisible
You are Unseen unless a creature can somehow see you, as with magic or Blindsight.
You are impossible to see without the aid of magic or a Special sense.
You aren’t affected by any effect that requires its target to be seen.
Your location may still be detected by any noise you make or any tracks you leave.
These effects affect you mentally or magically in some way.
Doomed
You have disadvantage on death save rolls.
When rolling vitality dice you roll at disadvantage.
Despondent
You have disadvantage on speechcraft and performance skills.
You do not add your skill bonus to your attack or ability rolls.
Cursed
You have disadvantage on Spirit and Mental defense rolls.
Dazed
You have disadvantage on Spirit and Mental attacks and skill rolls.
These are status conditions that impair your movement or ability to act.
Stun statuses increasingly reduce your movement and actions as they progress. All these statuses are part of the Sunned scale.
Fatigued
The cost of movement and defense rolls are doubled.
Staggered
You are Fatigued.
Your attack and defense rolls have disadvantage.
You cannot make reactions to an attack.
Incapacitated
You are Staggered.
Your Action Points are halved and you cannot attack.
You cannot maintain concentration.
Stunned
You are Incapacitated.
You cannot move and cannot speak.
You automatically fail Body and Mobility rolls.
Paralyzed
You are Stunned.
Attack rolls against you have advantage.
Any attack that hits you does damage to your health directly.
Sleep effects put you to sleep or slow you down. All these statuses are part of the Sleep scale.
When Drowsy or Tired, you can spend 6 Action Points in combat to reduce any non-magical Sleep status by 1 stage.
Tired
You move at half movement.
Any action you take costs 2 extra Action Points.
Drowsy
You are Tired.
Your attacks have disadvantage.
Any damage you take moves you from Drowsy to Tired.
Unconscious
You are considered Paralyzed.
You are unaware of your surroundings.
You drop whatever you are holding and fall Prone.
Any damage you take wakes you up and you become Drowsy.
Comatose
You are Unconscious.
You are not woken up from taking damage or being shaken awake.
Strength effects weaken you and reduce your ability to do physical damage. All these statuses are part of the Strength scale.
Weakened
You deal only half damage with weapon attacks that use Strength.
You have disadvantage on Strength rolls.
Enfeebled
You are Weakened.
Your movement is reduced by half.
You make attacks at disadvantage.
Drained
Your movement is reduced to 0.
You are Incapacitated.
These statuses reduced you movement and ability to act physically. All these statuses are part of the Strength scale.
Restrained
Your movement becomes 0, and can’t be increased.
You have disadvantage on attack and active defense rolls.
Grappled
You are Restrained.
You can be dragged or carried, but the Grappler’s movement is halved unless you are two or more sizes smaller than the grappler or Tiny.
You can spend 4 Action Points to make a Body (Strength) defense roll or an Escape (Agility) - physicality roll to escape from the grapple.
The condition ends if the Grappler is Incapacitated or if the distance between you and the grappler exceeds the grapple’s range.
Pined
You are Grappled.
Your Grappler's movement is also 0.
Attacks against you have advantage.
You can spend 4 Action Points to make a Body (Strength) defense roll or an Escape (Agility) - physicality roll to move from Pinned to Grappled or to escape from the pin.
The condition ends if the Grappler is Incapacitated or if the distance between you and the grappler exceeds the grapple’s range.
These are status conditions that have no growth or correlation to each other.
Disoriented
You have disadvantage on Body and Mobility attack and skill rolls.
Poisoned
You are Dazed and Disoriented.
Prone
Your only movement option is to crawl at half your movement unless you stand up, spending half your movement, and remove the status.
You have disadvantage on attack and combat maneuver rolls.
Attacks made within 1 movement of you have advantage. All other attacks against you have disadvantage.
Disabled
You immediately fall Prone and cannot end the status condition.
You are Staggered.
You cannot maintain concentration.
Petrified
You are Transformed, along with any nonmagical object you are wearing or carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
You are Stunned.
You are unaware of your surroundings.
You have resistance to all damage, and immunity to psychic damage.
You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
Some Special Abilities and environmental Hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special status condition called exhaustion. Exhaustion is measured in six stages. An effect can give you one or more stage of exhaustion, as specified in the effect’s description. Some effects specify a penalty, these penalties are equal to your stage of exhaustion.
If you are already exhausted and suffer another effect that causes exhaustion, your current stage of exhaustion increases by the amount specified in the effect’s description.
You suffer the effect of your current stage of exhaustion as well as all lower levels. For example, if you are suffering from the 2nd stage of exhaustion, your movement is reduced by 2 and you have -2 on skill rolls.
An effect that removes exhaustion reduces the stage of exhaustion as specified in the effect’s description, with all exhaustion effects ending if your stage of exhaustion is reduced below 1.
Finishing a long rest reduces the stage of exhaustion you have by 1, provided that you have also ingested some food and drink.