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D&D Conditions Explained: What They Do & Which Classes Can Shrug Them Off

  • 5 days ago
  • 4 min read

Picture this:


You're three sessions into your campaign, the party's facing down a hag, and your DM says "you're now restrained."


Cool. Cool cool cool.



But wait ... what does that actually mean? Can you still cast spells? Can you move? Are you at disadvantage?


Conditions in D&D can turn the tide of battle faster than you can say "I cast Fireball" in a 40 foot wide room (with only one exit), but most of us are too busy Googling them mid-combat to actually remember what they do.


So let's break down a lil' green THEN break down the D&D conditions you may encounter, what causes them, and which classes have built-in defenses against getting wrecked.


The conditions


Blinded



What it does: You can't see (obviously), you auto-fail any sight-based checks, your attack rolls have disadvantage, and attacks against you have advantage.


Common causes:

  • Spells like blindness, deafness, color spray, sunbeam, darkness

  • Darkness (if you don't have darkvision)

  • Sand in your eyes (looking at you, pocket-sand rogues ... ok and myself hehe)


Charmed



What it does: You can't attack or target the charmer with harmful effects (bummer) AND the charmer gets advantage on social checks with you (double bummer).


Common causes:

  • Spells like charm person, charm monster, crown of madness

  • Vampire gazes

  • Failed wisdom saving throw (usually)


Class resistances:

  • Oath of Devotion Paladins (level 7): Aura of Devotion makes them and nearby allies immune to being charmed

  • Monks (level 7): Stillness of Mind lets monks end charmed or frightened effects on themselves as an action

  • Berserker Barbarians (level 6): Mindless Rage makes them immune to being charmed and frightened while raging


Frightened



What it does: You have disadvantage on attack rolls and ability checks while you can see the source of your fear. You also can't willingly move closer to whatever's scaring you.


Common causes:

  • Spells like cause fear, dissonant whispers, wrathful smite (if the target fails a wisdom saving throw)

  • Dragon's Frightful Presence

  • College of Whispers bards (Words of Terror)


Class resistances:

  • Berserker Barbarians (level 6): Immune while raging

  • Monks (level 7): Can end it with Stillness of Mind

  • Paladins get strong saving throw bonuses but aren't immune (unless their subclass grants it)


Grappled


image of the author's brother, Corvan "The Special" Allen, sparring

What it does: Your speed becomes 0; you can still attack, cast spells, and take actions normally.


Common causes:

  • Getting grabbed by an enemy (failed athletics check)

  • Spells like black tentacles, Maximilian's Earthen Grasp


Paralyzed



What it does: You're incapacitated, can't move or speak, auto-fail STR and DEX saves, attacks against you have advantage, AND any hit within 5 feet is an automatic CRIT.


Common causes:

  • Spells like hold person, hold monster, contagion (causes paralyzed AND poisoned)

  • Mind flayer stuns

  • Ghoul paralysis


Class resistances:

  • Sadly, very few classes get immunity to paralysis. Your best bet is high WIS saves or spell slots for lesser restoration


Poisoned



What it does: Disadvantage on attack rolls and ability checks.


Common causes:

  • Poison damage from traps, certain weapons, monster attacks

  • Spells like ray of sickness, cloudkill

  • Some monster stenches (yeah, they can smell that bad)


Class resistances:

  • Monks (level 10): Purity of Body grants complete immunity to poison damage AND the poisoned condition

  • Paladins: Can remove the poisoned condition instantly with lay on hands

  • Dwarves: Species-based resistance to poison damage and advantage on saves against being poisoned


Prone



What it does: You can only crawl (unless you stand up), you have disadvantage on attack rolls, enemies within 5 feet have advantage on attacks against you, BUT ranged attacks against you have disadvantage.


Common causes:

  • Getting knocked down by attacks

  • Slipping on ice or any slippery surfaces (DM discretion)

  • Spells like command, thunderous smite, tasha's hideous laughter


Restrained



What it does: Speed becomes 0, you have disadvantage on attack rolls and DEX saves, and attacks against you have advantage.


Common causes:

  • Spells like entangle, ensnaring strike, web

  • Being tied up with rope

  • Giant spider webs


Stunned



What it does: You're incapacitated, can't move, can barely speak, auto-fail STR and DEX saves, AND attacks against you have advantage.


Common causes:

  • Monk's Stunning Strike

  • Some high-CR monster abilities


Unconscious



What it does: You're incapacitated, can't move or speak, unaware of surroundings, drop everything you're holding, auto-fail STR and DEX saves, attacks have advantage, and hits within 5 feet are automatic CRITS.


Common causes:

  • Dropping to 0 HP

  • Spells like sleep, eyebite


THB tips for dealing with conditions


A smiling tiefling woman with white hair and horns holds maps and charts. She wears a brown and white outfit, with a confident pose on a white background. Created by Midjourney

  • Stock up on healing items: Antitoxins give advantage against poison, and potions of greater restoration can remove many nasty conditions.


  • Know your party's weaknesses: If your barbarian can't handle charm effects and you're fighting a vampire, maybe the paladin should be up front.


  • Communicate with your DM: If you're not sure what a condition does, just ask. It's way better than making assumptions and realizing three rounds later you've been playing it wrong the entire time (even worse when you're a year deep into a campaign).


  • Preparation spells are your friend: Spells like protection from evil and good can prevent charm and fear from certain creature types. Lesser restoration removes poisoned, and greater restoration handles most of the really bad stuff.

 
 
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