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    D&D Condition Tracker

    Track D&D 5e conditions and status effects. Manage duration, exhaustion levels, and effects for all creatures.

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    Add Condition

    No active conditions

    Add a condition to start tracking

    Condition Quick Reference

    Blinded

    Can't see and automatically fails any check requiring sight

    Charmed

    Can't attack the charmer or target them with harmful abilities

    Deafened

    Can't hear and automatically fails any check requiring hearing

    Frightened

    Disadvantage on ability checks and attack rolls while source of fear is in line of sight

    Grappled

    Speed becomes 0

    Incapacitated

    Can't take actions or reactions

    Invisible

    Impossible to see without magic or special sense

    Paralyzed

    Incapacitated and can't move or speak

    Petrified

    Transformed to stone, incapacitated

    Poisoned

    Disadvantage on attack rolls and ability checks

    Prone

    Can only crawl (1 ft costs 2 ft)

    Restrained

    Speed becomes 0

    Stunned

    Incapacitated, can't move, can speak only falteringly

    Unconscious

    Incapacitated, can't move or speak

    Exhaustion

    Level 1: Disadvantage on ability checks

    Concentrating

    Maintaining a spell

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    Condition Tips

    • •Multiple conditions can stack on one creature
    • •Exhaustion stacks from 1-6, level 6 = death
    • •Concentration requires CON saves when damaged
    • •Some conditions automatically end others
    • •Conditions like Prone require movement to end
    • •Keep track of condition sources for dispelling

    How to Use

    1. 1.Enter creature name
    2. 2.Select the condition to apply
    3. 3.Set duration in rounds (optional)
    4. 4.Add notes about the source
    5. 5.Track and manage active conditions
    6. 6.Advance rounds to auto-decrement duration

    How conditions work in 5e

    A condition is a temporary status — from a spell, a monster’s attack, or the environment — that changes what a creature can do. Most are bad and you don’t choose them; each lasts until something ends it, whether that’s the end of a turn, a saving throw, a short rest, or a specific cure.

    The most crippling are Paralyzed, Stunned, and Unconscious: they make you Incapacitated (no actions or reactions), and attacks against you have advantage. Paralyzed and Unconscious go further — any hit from an attacker within 5 feet is an automatic critical hit. Others are narrower — Prone just costs you movement and hands melee attackers advantage until you stand up.

    Exhaustion works in levels. In the 2014 rules it has six levels, each stacking a worse penalty up to death at level 6; the 2024 rules simplify it to −2 per level on every d20 test and −5 feet of speed per level, with death still at level 6. Check which edition your table uses, since it changes how survivable exhaustion is.

    Every 5e condition explained

    Each condition has its own rules page with the 2014 and 2024 wording, what causes it and how to end it: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and Unconscious.

    Related combat rules: cover (half, three-quarters and total), concentration and death saving throws. Browse them all in the 5e conditions and rules hub.

    The 15 conditions and their main effect

    ConditionMain effect
    BlindedCan’t see; auto-fail sight checks; attacks against you have advantage, yours disadvantage
    CharmedCan’t attack the charmer; they have advantage on social checks with you
    DeafenedCan’t hear; auto-fail checks that need hearing
    FrightenedDisadvantage while the source is in sight; can’t willingly move closer to it
    GrappledSpeed becomes 0; ends if the grappler is incapacitated
    IncapacitatedNo actions or reactions
    InvisibleCan’t be seen; attacks against you have disadvantage, yours advantage
    ParalyzedIncapacitated, can’t move or speak; auto-fail STR/DEX saves; hits within 5 ft crit
    PetrifiedTurned to stone; incapacitated, resistant to all damage, immune to poison/disease
    PoisonedDisadvantage on attack rolls and ability checks
    ProneCan only crawl; disadvantage on attacks; melee attackers have advantage
    RestrainedSpeed 0; disadvantage on attacks & DEX saves; attacks against you have advantage
    StunnedIncapacitated; auto-fail STR/DEX saves; attacks against you have advantage
    UnconsciousIncapacitated, prone, drops everything; hits within 5 ft crit
    ExhaustionStacking penalties by level (6 levels in 2014; −2 to d20 tests and −5 ft speed per level in 2024)

    Related rules & guides

    • Poisoned condition 5e

      Disadvantage on attack rolls and ability checks, what causes it, and every cure.

    • Lesser Restoration

      Ends blinded, deafened, paralyzed or poisoned with a 2nd-level slot.

    • Hold Person

      Paralyzes a humanoid that fails a Wisdom save.

    • Dispel Magic

      Ends the spell behind a condition, like Hold Person.

    • Death Ward

      The first time the target would drop to 0 hit points, it drops to 1 instead.

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