If you’re new to d&d and don't want to read throught the basic rules or player's handbook; here is a condensed guide.
Basic Rules
How to Play
1) The DM describes the environment
The DM tells you where your characters are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2) The players describe what they do
Declare an action, ask for more information about something, ask if you see something specficially, etc. Do whatever feels reasonable given the circumstances as if you yourself were
there.
3) The DM narrates the results of actions
The DM will tell you how the world reacts in response to your actions. You may be asked to roll a check to determine if your action was successful, or how much of something you saw.
The d20
You will often be asked to roll an ability check, attack roll, or saving throw. You will roll a d20 when making a check of any kind, and add the applicable bonus found on your character sheet. A check is made by taking the following steps.
- Roll the d20. For attacks and death saving throws only, 1 is a critical fail, and 20 is a critical success. Sometimes your DM may apply this to other checks as well.
- Add the bonus found on your character sheet. For example, if you are told to make a Perception check, you would roll a d20 and add the number listed by your Perception skill.
- Apply circumstantial bonuses and penalties. Sometimes game situations will impact your roll. These will be given by either the DM, a spell, or your class abilities.
- Compare the total to the target number. You are trying to beat a Difficulty Class (DC) when you make a check. Your total must meet or exceed the DC to be considered a success. When making an attack roll, you must meet or exceed the target's Armor Class (AC) to hit.
Advantage & Disadvantage
You may be told by the DM or an ability to make a
check with Advantage or with Disadvantage.
- Advantage: When you roll the d20, roll twice and use the higher number.
- Disadvantage: When you roll the d20, roll twice and use the lower number.
Ability Scores
Your character sheet lists 6 ability scores. These determine
your character's strengths and weaknesses. Every class has a
few scores that they depend on most for their abilities.
- Strength: Your natural athleticism and bodily power. Used for melee weapon attacks, unarmed attacks, and actions that require physical strength.
- Dexterity: Your physical agility and reflexes. Used for skills such as Acrobatics, Stealth, and Sleight of Hand. Ranged weapon attacks and Armor Class depend on this score.
- Constitution: Your health, stamina, and vital force. How
- much damage your body can take, your ability to resist poisons and physical exhaustion, etc. Your Hit Points are calculated using this score.
- Intelligence: Your learned knowledge, memory, and analytical skill. Used for skills such as History, Arcana, and Investigation.
- Wisdom: Your awareness and intuition. Used for skills such as Insight, Perception, and Survival. Spells commonly target this stat for saving throws.
- Charisma: Your confidence, social skills, and strength of your personality. Used for skills such as Persuasion and Deception. Determines your ability to command a conversation.
Skill Uses
- Acrobatics: Maintain balance or general nimbleness.
- Animal Handling: Any interaction with an animal.
- Arcana: Recall magical lore, decipher spells, determine if an item is magical, etc.
- Athletics: Perform feats of endurance or physical strength.
- Deception: Lying, using disguises, etc.
- History: Whether your character knows some sort of lore about the world or a specific person.
- Insight: Determine if someone is being truthful or feels suspicious.
- Intimidation: Trying to scare someone through threats.
- Investigation: What you're able to deduce about something upon close inspection.
- Medicine: Stabilize a dying creature, diagnose a poison, etc.
- Nature: Remembering facts specifically aobut nature.
- Perception: What you notice about your surroundings.
- Performance: Playing music, storytelling, dancing, etc.
- Persuasion: Convincing others to agree through
- convincing arguments, tact, social graces, etc. without any form of deception.
- Religion: What you know about religious lore specifically.
- Sleight of Hand: Used in situations that require careful hand work, such as pickpocketing, concealing an item, lockpicking, etc.
- Stealth: Your ability to be sneaky. Certain armor imposes disadvantage on Stealth.
- Survival: Tracking footprints, foraging for food or water, navigating wilderness, etc.
Adventuring
Various info about what actions you can take and basic rules about the world.
Currency Exchange Rates
Coin |
CP |
SP |
GP |
PP |
Copper (cp) |
1 |
- |
- |
- |
Silver (sp) |
10 |
1 |
- |
- |
Gold (gp) |
100 |
10 |
1 |
- |
Platinum (pp) |
1000 |
100 |
10 |
1 |
For more information on Currency in Waterdeep check out
Money, Money, Money. If you can’t be bothered doing the math or want to split money between people I recommend this
coin converter.
Magic Items
Some items are considered magical and are worth considerably more than mundane items. Typically, you will not always know if an item is magical. Spells like
Detect Magic and
Identify are used to investigate magical items, as well as a general Arcana check.
Attunement
Some magical equipment requires the owner to be attuned to it in order to gain its effects. The owner must spend a
short rest attuning to the item.
You may be attuned to up to 3 magical items at once (unless you decide to play an Artificer, then you can get more slots as you gain levels). Attuning also gives you most, if not all, information about the item's abilities.
Tools and Kits
Tools and Kits may be purchased to help you do something you otherwise couldn't do, such as craft or repair an item, forge a document, or pick a lock.
Your race, class, background, or feats may give you
proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Proficiency is not required to use a set of tools unless the tool description specifically says so. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.
NPC Services
NPC = Non-Player Character
Depending on your world setting, you may be able to seek out an NPC that can perform a service you cannot do yourself.
Examples include but are not limited to:
- Hire a spellcaster to identify a magic item
- Commission a magical item to be crafted
- Receive healing or reviving spells from a cleric
- Commission armor or weapons to be forged
- Hire someone to deliver an item or message
- Hire a mercenary to accompany you
- Hire a carriage for faster travel
Various Physical Limitations
- Carrying Capacity: Your carrying capacity is your Strength score x 15. Items such as a Bag of Holding can make this a non-issue.
- Push, Drag, or Lift: You can push, drag, or lift up to twice your carrying capacity.
- Hold your Breath: You can hold your breath for a number of minutes equal to your Constitution modifer + 1.
- Jump Height: You can jump as high as 3 + your Strength modifier in feet if you run at least 10ft immediately before the jump. If making a standing jump, you can jump only half that distance.
- Jump Distance: You can jump as far as your Strength score in feet if you run at least 10ft immediately before the jump. If making a standing jump, you can leap only half that distance.
Resting
Short Rest
A
1 hour period of downtime during which you do nothing more strenuous than eating, drinking, reading, and tending to wounds.
You can spend one or more
Hit Dice to regain Hit Points. For each hit die rolled, also add your Constitution modifier to your healing. You regain Hice Dice equal to half your maximum Hit Dice after a long rest.
Long Rest
An
8-hour period of downtime during which you sleep and/or perform light activity: Reading, talking, eating, or standing watch for no more than 2 hours. You cannot benefit from more than one long rest in a 24-hour period. At the end of a long rest,
you regain all lost hit points and spell slots. You also regain Hice Dice equal to half your maximum Hit Dice.
Downtime
Sometimes your DM may allow you an extended period of downtime between adventures. This time can be spent doing a number of things, at DM discretion. Examples include but are not limited to:
- Craft an item
- Commission an item to be crafted
- Practice a profession
- Recuperate from a debilitating injury, disease, etc.
- Research information
- Train in a new language, set of tools, or equipment to gain proficiency in it
Combat Basics
Combat is at times complex, but can be broken down into this simple series of events:
- All creatures roll Initiative (d20 + Initiative score) to determine turn order.
- The DM calls on each creature to act on their turn.
- A creature performs their action(s) and movement.
- Turn order cycles indefinitely.
- Combat ends when all threats have been neutralized.
Rounds and Turns
A
round of combat is complete when everyone completes their turn in order of their Initiative rolls (d20 + Initiative). One round of combat is equal to
6 seconds of in-game time.
Critical Hits and Fails
- If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC and you double the damage dice (not damage modifiers).
- If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.
Action Economy
A creature may perform any or all of the following options per round by default:
- Movement up to their speed
- 1 Action
- 1 Reaction (conditional)
- 1 Bonus Action (conditional)
Movement
On your turn, you may move up to your movement speed across the field.
One square is typically equal to 5ft of movement. Optionally, you can spend your Action to Dash and move up to your movement speed again on your turn.
Breaking up your movement
You can break up your movement on your turn, using some of your speed before and after your action.
Example: If you have a speed of 30ft, you can move 10ft, take your action, and then move 20ft.
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.
Different Speeds
Unless you specifically have a Climbing or Swimming speed, every foot of movement costs 1 extra foot when performing these activities.
Difficult Terrain
Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.
Being Prone
You can drop prone without using any speed. Standing up costs half your speed, and you can’t stand up if you don’t have enough movement left or if your speed is 0. Every foot ofmovement while crawling prone costs 1 extra foot. Crawling 5ft in difficult terrain, therefore, costs 15ft of movement.
- A prone creature's attacks have disadvantage.
- Attacks against a prone creature within 5ft have advantage.
- Ranged attacks against a prone creature have disadvantage if the target is hostile and not incapacitated.
Moving around other creatures
You can move through a nonhostile creature’s space, but not through a hostile creature’s space unless the creature is at least two sizes larger/smaller than you (considered difficult terrain). You can’t willingly end your move in another creature's space. If you leave a hostile creature’s reach during your move, you provoke an
opportunity attack (see Reactions).
Object Interaction
You are allowed to make simple interactions with objects around you without using your action. These are things such as drawing/sheathing a weapon, opening a door, handing someone an item, etc.
Bonus Actions
Bonus Actions are reserved specifically for abilities that require them. You cannot use a Bonus Action to perform an Action activity (
such as Dash) unless you have an ability that specifically allows it. You also cannot perform a Bonus Action ability as your Action (
such as controlling a Spiritual Weapon).
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a
bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Reactions
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. An ability will tell you if it requires a reaction. When you take a reaction, you can’t take another until the start of your next turn.
Opportunity Attacks
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. Use your reaction to make
one melee attack against the provoking creature. You can avoid provoking an opportunity attack by taking the
Disengage Action. You also don’t provoke opportunity attacks when you teleport or when something moves you without using your movement, action, or reaction.
Types of Main Actions
You can choose one of the following options as your Action:
- Make an Attack
- Cast a spell
- Dash
- Disengage
- Dodge
- Help
- Hide
- Search
- Use an object
Ready an Action
You can 'Ready' an Action to perform it later in the round by spending your Reaction.
- Decide what trigger you are waiting for to perform the action (i.e. When the enemy becomes visible again).
- Choose the Action you will perform.
- When the trigger occurs, you either spend your Reaction to perform the Action or ignore it. Unspent spells are lost.
Dash
Move double your movement on your turn.
Disengage
Your movement will now provoke opportunity attacks for the rest of your turns
Dodge
Until the start of your next turn, attacks against you have disadvantage if you can see the attacker, and you makeDexterity saving throws with advantage. You lose this benefit if you are
incapacitated or if your speed is dropped to 0.
Help
Aid an ally to give them advantage on the next ability check they make to perform the task you are helping with.You may also aid an ally in attacking a creature that is within 5ft of you. You feint, distract the target, etc. to make your ally’s attack more effective. If your ally attacks the target before your next turn, their first attack roll is made with advantage.
Hide
Attempt a Stealth check to gain the benefits of being hidden.
Search
Devote your attention to finding something. You may be asked to roll a Perception or Investigation check.
Use an Object
When an object requires your Action for its use, you take the Use an Object action. This is also used when you want to interact with multiple surrounding objects on your turn.
Attack Actions
For an attack to successfully hit a target, the attack roll must meet or exceed the target's
Armor Class (AC). An attack is made by doing the following:
Choose a target: Pick a target within your attack's range.
Determine modifiers: The DM determines cover, advantage or disadvantage, etc. Spells and other abilities may affect attacks against the target as well.
Attempt the attack: Make an attack roll (d20 + your weapon's attack bonus). On hit, roll damage and apply any applicable effects of the attack.
Unseen Attackers/Targets
Attacks against targets you can’t see (hidden, invisible, etc.) have disadvantage. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss.
If you are hidden from the target—both unseen and unheard—you have advantage on your attack. You give away your location whether the attack hits or misses.
Ranged Attacks
Ranged weapons use your Dexterity modifier. Thrown weapons use the same modifier you would use for a melee attack with that weapon. All ranged attack rules also apply to ranged spell attacks.
Range
A weapon's
range is displayed with two numbers (e.g. A dagger has 20/60 range). The first number is the weapon's effective range in feet. The second number is the maximum range of the weapon, but any attack made beyond the first number is made with disadvantage.
Close Combat Ranged Attacks
You have
disadvantage on the attack if you are within 5ft of a hostile creature who can see you and isn’t incapacitated.
Melee Attacks
Melee weapons use your Strength modifier, with the exception of
Finesse weapons which use your choice of Strength or Dexterity. All melee attack rules also apply to melee spell attacks.
Reach
Most creatures have a 5ft reach and can thus attack targets within 5ft of them with a melee attack. Certain weapons or creatures may have a longer reach.
Unarmed Attacks
You are proficient with your unarmed strikes, meaning your attack bonus is your proficiency + Strength modifier. On hit, you deal 1 + your Strength modifier in bludgeoning damage.
Other Attack Options
Instead of dealing damage to a target, you may take an alternative type of attack action. If you’re able to make multiple attacks with the Attack action (such as with the Extra Attack class feature), these attacks replace one of them.
Grapple
Using at least one free hand, you try to seize the target by making a
grapple check: an Athletics check contested by the
target’s Athletics or Acrobatics check (the target chooses the ability to use). The target must be no more than one size larger than you, and must be within your reach. If you succeed, the target’s speed becomes 0 and it can’t benefit from any bonus to its speed.
- Escaping a Grapple: A grappled creature can use its action to escape by attempting the grapple check again.
- Moving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.
Shove
You either to knock the target prone or push them away from you. The target must be no more than one size larger than you, and must be within your reach. You make an Athletics check contested by the target’s Athletics or Acrobatics check (the target chooses the ability to use). On success, you choose to either knock the target prone or push it 5ft away from you.
Knocking a Creature Out
When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can choose to knock the creature out rather than kill it. The attacker can make this choice the instant the damage is dealt. The creature then falls unconscious and is stable.
Damage and Death
Resistance and Vulnerability
If a creature or object has resistance to a damage type, damage of that type is
halved against it. If a creature or object has vulnerability to a damage type, damage of that type is
doubled against it.
Resistance and vulnerability are applied after all other modifiers are added to damage.
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious. Melee attacks within 5ft while at 0 hit points automatically crit.
Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
Instant Death
When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
Death Saving Throws
Whenever you start your turn with 0 hit points, you make a death saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. On your third success, you become
stable. On your third failure, you
die. The successes and failures don’t need to be consecutive. The number of both is reset to zero when you regain any hit points or become stable.
- Rolling 1 or 20: If you roll a 1 on the d20, it counts as two failures. If you roll a 20, you stabilize and regain 1 hit point.
- Damage at 0 Hit Points: If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilising a Creature
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which
requires a successful DC 10 Medicine check. A stable creature doesn’t make death saving throws, even
though it has 0 hit points, but it does remain unconscious. If the unconscious creature takes damage again, it is no longer stable.
Spellcasting Basics
Every class that includes spellcasting has its own set of rules regarding what spells you have access to. See your class description for these specifics.
Schools of Magic
The schools of magic help describe spells. They have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations
create objects or effects out of nothing.
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
Spell Level
Cantrips
Cantrips can be cast at will, without using a spell slot and without being prepared in advance. A cantrip's spell level is 0.
Level 1-9 Spells
A spell’s level is a general indicator of how powerful it is. The higher a spell’s level, the higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. See your class description for what level of spells you have access to.
Spell Slots
You can only cast a limited number of spells before resting. See your class description to find out how many spell slots you have.
When you cast a spell, you expend a slot of that spell’s level or higher. Finishing a long rest restores all expended spell slots .
Casting a Spell at a Higher Level
You may choose to cast a spell at a higher level and expend a slot for that level instead. Some spells become stronger when cast at a higher level.
Example: A 3rd-level spell may be cast with a 4th-level slot, but not with a 2nd-level slot.
Rituals
If a spell has the
Ritual tag, it can optionally be cast as a ritual without expending a spell slot. Casting a spell as a ritual adds 10 minutes to the casting time.Only certain classes have the ability to cast spells as a ritual, such as Clerics and Wizards. Not all classes use the same ritual rules, so always be familiar with how your class treats them.
Casting a Spell
Casting time
Most spells require a single action to cast, but some require a different action economy or extended period of time.
Bonus Action
You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn.
You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Reaction
If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. You cannot cast it with any other type of action. A good example is the spell
Shield.
Long Casting Times
When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your
concentration while you do so. If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
Duration
Instantaneous
The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.
Concentration
Some spells require concentration to maintain their effects. If concentration is lost, the spell ends. Concentration can be interrupted in several ways.
- Casting another concentration spell. You lose concentration if you cast another concentration spell. You cannot concentrate on more than one spell at a time.
- Taking damage. If you take damage while maintaining a spell, make a Constitution saving throw to keep concentration. DC = 10 or half the damage taken, whichever is higher. If you take damage from multiple sources, you make separate saving throws for each source of damage.
- Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or killed.
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.
For example, if two clerics cast Bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Saving Throws
Some spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus.
Spell Attack Rolls
Some spells require the caster to make a "melee/ranged spell attack" to determine whether the spell effect hits the target.
You roll a d20 + your spell attack bonus against the target's AC, similar to a weapon attack roll. Your spell attack bonus equals your spellcasting ability modifier + your proficiency bonus.
Remember that you have disadvantage on a ranged attack roll if you are within 5ft of a hostile creature that can see you and that isn’t incapacitated.
Conditions Reference
Blinded
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Charmed
- A charmed creature 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 the creature.
Deafened
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Exhaustion
Exhaustion is measured in six levels. If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
- Disadvantage on Ability Checks
- Speed halved
- Disadvantage on Attack rolls and Saving Throws
- Hit point maximum halved
- Speed reduced to 0
- Death
Frightened
- A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect.
Incapacitated
- An incapacitated creature can’t take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.
Paralysed
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity Saving Throws.
- The creature has Resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
- A poisoned creature has disadvantage on Attack rolls and Ability Checks.
Prone
- A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on Attack rolls.
- An Attack roll against the creature has advantage if the attacker is within 5ft of the creature. Otherwise, the Attack roll has disadvantage.
Restrained
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Stunned
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
- The creature drops whatever it’s holding and falls prone.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.