Blinded
Sight-based checks automatically fail. Your attacks have disadvantage; attacks against you have advantage.
D&D 2014
Pin condition cards and check the cumulative six-level exhaustion track.
Pinned cards are references, not an automatic stacking calculation. Shared effects do not multiply.
The 2014 exhaustion effects are cumulative. A long rest removes one level if you also consume food and drink.
Sight-based checks automatically fail. Your attacks have disadvantage; attacks against you have advantage.
You cannot attack the charmer or target it with harmful abilities or magic. It has advantage on checks to interact with you socially.
You cannot hear and automatically fail checks requiring hearing.
Cumulative
Disadvantage on ability checks.
Cumulative
Speed halved, plus level 1.
Cumulative
Disadvantage on attack rolls and saving throws, plus levels 1–2.
Cumulative
Hit point maximum halved, plus levels 1–3.
Cumulative
Speed reduced to 0, plus levels 1–4.
Cumulative
Death.
Checks and attacks have disadvantage while the source of fear is in line of sight. You cannot willingly move closer to it.
Speed becomes 0. Ends if the grappler is incapacitated or an effect moves you outside its reach. This condition alone does not impose disadvantage on your attacks.
No actions or reactions; anything denying actions also denies bonus actions. Concentration ends. This condition alone does not set speed to 0.
Cannot be seen without magic or a special sense. Attacks against you have disadvantage and yours have advantage. Noise and tracks can still reveal your location.
Incapacitated; cannot move or speak. Automatically fail Strength and Dexterity saves. Attacks against you have advantage; hits by attackers within 5 feet are critical hits.
Incapacitated, unable to move or speak, unaware of surroundings. Weight ×10; aging stops. Resistance to all damage; immunity to poison and disease (existing ones are suspended). Attacks against you have advantage; Strength and Dexterity saves automatically fail.
Disadvantage on attack rolls and ability checks.
Crawl or spend half your movement to stand. Your attacks have disadvantage. Attacks against you have advantage within 5 feet, disadvantage from farther away.
Speed 0. Your attacks and Dexterity saves have disadvantage; attacks against you have advantage.
Incapacitated; cannot move; speech falters. Strength and Dexterity saves automatically fail; attacks against you have advantage.
Incapacitated; cannot move or speak; unaware; drop held items and fall prone. Strength and Dexterity saves fail automatically. Attacks against you have advantage; hits by attackers within 5 feet are critical hits.
Independent play aids. Calculations use your inputs; specific abilities and the GM’s ruling can change the result. Each tool links to its reference. Rules were checked September 2026.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Spell text has been reformatted; summaries and calculations are adaptations.