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
PF2eStatus penalty to every check and DC, which ticks down on its own.
Sickened X
PF2eLike Frightened, but it does not go away on its own — you must Retch.
Clumsy X
PF2eStatus penalty to Dexterity-based checks, AC and Reflex saves.
Off-Guard
PF2e−2 circumstance penalty to AC. Formerly called Flat-Footed.
Stunned X
PF2eYou immediately lose actions. The hardest control effect in the game.
Slowed X
PF2eYou start each turn with fewer actions, for as long as it lasts.
Grabbed
PF2eImmobilised and off-guard until you Escape.
Restrained
PF2eA worse Grabbed — immobilised, off-guard, and most actions are off the table.
Paralyzed
PF2eYou cannot act at all, and you are off-guard while it lasts.
Enfeebled X
PF2eStatus penalty to Strength-based rolls — attacks and damage.
Stupefied X
PF2ePenalises mental checks, and can make your own spells fail.
Drained X
PF2eLose Constitution-based rolls and a chunk of maximum HP.
Dying X
PF2eYou are unconscious and close to death. Hits 4 and you die.
Wounded X
PF2eThe scar from going down. It makes the next time worse.
Persistent Damage X
PF2eDamage at the end of every turn until you shake it off.
Fleeing
PF2eYou must spend your turns running away from the source.
Prone
PF2eOn the floor: off-guard, penalised attacks, and it costs an action to stand.
Blinded
PF2eEverything is undetected to you, and vision-based checks fail.
Dazzled
PF2eEverything is concealed to you — a flat check to hit anything.
Doomed X
PF2eYou die at a lower dying value than normal.
Fatigued
PF2eA flat −1 to AC and saves, and you cannot explore effectively.
Unconscious
PF2eAsleep or knocked out — helpless, and easy to hit.
Confused
PF2eYou attack indiscriminately and cannot tell friend from foe.
Immobilized
PF2eYou cannot move at all.
Quickened
PF2eThe good one — an extra action each turn, with strings attached.
Frightened
D&D 2024Disadvantage while you can see the source, and you cannot approach it.
Poisoned
D&D 2024Disadvantage on attack rolls and ability checks.
Prone
D&D 2024On the floor. Easy to hit up close, hard to hit at range.
Grappled
D&D 2024Speed zero, and disadvantage attacking anyone but the grappler.
Restrained
D&D 2024Speed zero, attacks against you have advantage, and Dex saves suffer.
Incapacitated
D&D 2024No actions, no reactions, no concentration.
Stunned
D&D 2024Incapacitated, auto-fails Str and Dex saves, and easy to hit.
Paralyzed
D&D 2024Stunned, but melee hits against you are automatic criticals.
Unconscious
D&D 2024Out cold — prone, helpless, and criticals from melee.
Blinded
D&D 2024You cannot see. Your attacks suffer, attacks on you benefit.
Deafened
D&D 2024You cannot hear, and fail checks that need hearing.
Charmed
D&D 2024You cannot attack the charmer, and they persuade you easily.
Invisible
D&D 2024Unseen and hard to pin down — advantage to attack, disadvantage to be attacked.
Petrified
D&D 2024Turned to stone. Incapacitated, resistant to everything, and ageing stops.
Exhaustion X
D&D 2024Levels 1–6. A flat penalty that grows, and level 6 kills you.