Death’s Door
You have disadvantage on all rolls and your speed is halved. Only way to remove this condition is to have more than 0 health.
Also: About To Die, Critical Condition
Bewitched
You cannot make any type of move that would negatively affect the character that placed this condition on you, that same character also has advantage on any roll to influence you.
Also: Charmed, Seduced
Bleeding
Until the source of the bleeding is fixed, you take a d4 of internal damage after every minute or the end of your turn. If damage is dealt near the source of bleeding, a d4 of internal damage is added in damage calculation.
Also: Hemorrhaged
Blind
You automatically fail any roll that can’t be completed without sight. Rolls that somewhat involve sight are now at disadvantage.
Controlled
You must follow the exact commands of the character that placed the condition on you. That character decides what your character does, although you do still personally roll for whatever they tell you to do.
Deaf
You automatically fail any roll that can’t be completed without hearing. Rolls that somewhat involve hearing are now at disadvantage.
Disoriented
You lose your reactions and interactions
Also: Incapacitated, Disabled
Drunk
You gain a +2 to hand to hand combat, advantage on social charisma rolls, and your speed is doubled.
But…you have disadvantage on all tolerance, perception, and memory rolls
Also: Tipsy, Inebriated
Fear
You have disadvantage on all rolls related to the source of your fear. You also cannot willingly move closer to it.
Also: Frightened, Scared
Grappled
Your speed is set to 0 and you have disadvantage on all attack rolls.
In order to combat this, you roll an athletics or acrobatics save against whatever roll was used to grapple you.
Invisible
You have advantage on stealth, you are not automatically considered hidden since you still make noise and must roll.
All attack rolls made against you have disadvantage while you have advantage on all attack rolls.
Poisoned
Your speed is reduced by a half and you have disadvantage on all rolls. If the poison is potent enough you could also take poison damage at the start of your turns
Also: Contaminated, Tainted
Prone
You are forced to the ground and can only crawl (meaning you move at half your movement speed).
You have disadvantage on attack rolls. Melee attacks made against you have advantage while Ranged attacks have disadvantage.
Restrained
Your speed is set to 0. you also lose the ability to roll for anything that requires your limbs.
Also: Tied Up, Bound
Sick
You gain a reduction to a stat or bonus determined by the DM, usually in the realm of -1 to -5 depending on the severity of the sickness
The DM can also choose to give you a disease listed in the diseases guide listed in guides & extras.
Also: Ill, Unwell, Diseased
Stunned
You lose your action and half your movement. Rolls against you are made at advantage.
Also: Paralyzed, Slowed
Unconcious
You are unable to do anything. Whatever you’re holding drops as you fall prone and automatically fail Strength and Dexterity rolls. Any attack made towards you has advantage and will incur a critical hit if made within melee range.
It’s possible to be awoken by damage or healing, determined by DM
Also: Knocked Out