Reference

Conditions Reference

Every condition in Pathfinder 2e (25) and D&D 2024 (15), in one searchable place. What each one does, how it actually ends — which is the bit people look up mid-combat — and the argument it tends to cause at a real table.

Written in our own words from the mechanics. No rulebook text is reproduced here, and this is not a substitute for the books — it is the thing you check when the fight is paused.

40 conditions

Frightened X

PF2e

Status penalty to every check and DC, which ticks down on its own.

Sickened X

PF2e

Like Frightened, but it does not go away on its own — you must Retch.

Clumsy X

PF2e

Status penalty to Dexterity-based checks, AC and Reflex saves.

Off-Guard

PF2e

−2 circumstance penalty to AC. Formerly called Flat-Footed.

Stunned X

PF2e

You immediately lose actions. The hardest control effect in the game.

Slowed X

PF2e

You start each turn with fewer actions, for as long as it lasts.

Grabbed

PF2e

Immobilised and off-guard until you Escape.

Restrained

PF2e

A worse Grabbed — immobilised, off-guard, and most actions are off the table.

Paralyzed

PF2e

You cannot act at all, and you are off-guard while it lasts.

Enfeebled X

PF2e

Status penalty to Strength-based rolls — attacks and damage.

Stupefied X

PF2e

Penalises mental checks, and can make your own spells fail.

Drained X

PF2e

Lose Constitution-based rolls and a chunk of maximum HP.

Dying X

PF2e

You are unconscious and close to death. Hits 4 and you die.

Wounded X

PF2e

The scar from going down. It makes the next time worse.

Persistent Damage X

PF2e

Damage at the end of every turn until you shake it off.

Fleeing

PF2e

You must spend your turns running away from the source.

Prone

PF2e

On the floor: off-guard, penalised attacks, and it costs an action to stand.

Blinded

PF2e

Everything is undetected to you, and vision-based checks fail.

Dazzled

PF2e

Everything is concealed to you — a flat check to hit anything.

Doomed X

PF2e

You die at a lower dying value than normal.

Fatigued

PF2e

A flat −1 to AC and saves, and you cannot explore effectively.

Unconscious

PF2e

Asleep or knocked out — helpless, and easy to hit.

Confused

PF2e

You attack indiscriminately and cannot tell friend from foe.

Immobilized

PF2e

You cannot move at all.

Quickened

PF2e

The good one — an extra action each turn, with strings attached.

Frightened

D&D 2024

Disadvantage while you can see the source, and you cannot approach it.

Poisoned

D&D 2024

Disadvantage on attack rolls and ability checks.

Prone

D&D 2024

On the floor. Easy to hit up close, hard to hit at range.

Grappled

D&D 2024

Speed zero, and disadvantage attacking anyone but the grappler.

Restrained

D&D 2024

Speed zero, attacks against you have advantage, and Dex saves suffer.

Incapacitated

D&D 2024

No actions, no reactions, no concentration.

Stunned

D&D 2024

Incapacitated, auto-fails Str and Dex saves, and easy to hit.

Paralyzed

D&D 2024

Stunned, but melee hits against you are automatic criticals.

Unconscious

D&D 2024

Out cold — prone, helpless, and criticals from melee.

Blinded

D&D 2024

You cannot see. Your attacks suffer, attacks on you benefit.

Deafened

D&D 2024

You cannot hear, and fail checks that need hearing.

Charmed

D&D 2024

You cannot attack the charmer, and they persuade you easily.

Invisible

D&D 2024

Unseen and hard to pin down — advantage to attack, disadvantage to be attacked.

Petrified

D&D 2024

Turned to stone. Incapacitated, resistant to everything, and ageing stops.

Exhaustion X

D&D 2024

Levels 1–6. A flat penalty that grows, and level 6 kills you.