5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e
Conditions
Conditions change what a creature can see, do, resist or survive. The same familiar words often appear across editions, but their exact mechanics can differ sharply, so use only the rules for the campaign’s edition.
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5.5e / 2024 Conditions
The 2024 rules use these named conditions: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and Unconscious.
A creature can be affected by several different conditions at once. Multiple instances of the same condition do not normally stack; use the condition’s own rules for any exception, including Exhaustion.
Important: Dying is not a named 2024 condition. A character at 0 Hit Points normally has the Unconscious condition and uses the Death Saving Throw rules.
5e / 2014 Conditions
The 2014 rules use Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and Unconscious, with Exhaustion handled through its separate six-level condition track.
If multiple conditions affect a creature, apply all of them. Repeated instances of the same named condition do not create extra copies of its effects unless a rule specifically says otherwise.
Do not mix Exhaustion editions: the 2014 six-level table is not the 2024 Exhaustion rule.
Pathfinder 1E Conditions
Pathfinder 1E uses a broad condition glossary that includes states such as blinded, broken, confused, cowering, dazed, dazzled, deafened, disabled, dying, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappled, helpless, invisible, nauseated, panicked, paralyzed, petrified, pinned, prone, shaken, sickened, stable, staggered, stunned and unconscious.
Different conditions can apply at the same time. When two effects cannot meaningfully combine, use the more severe applicable result. Read the individual condition because bonuses, penalties, action restrictions and recovery procedures are edition-specific.
Pathfinder’s Dying rules use negative Hit Points and Constitution rather than 5e Death Saving Throws.
D&D 3.5e Conditions
D&D 3.5e uses an extensive condition glossary including blinded, confused, cowering, dazed, dazzled, dead, deafened, disabled, dying, energy drained, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappling, helpless, incorporeal, invisible, nauseated, panicked, paralyzed, petrified, pinned, prone, shaken, sickened, stable, staggered, stunned and unconscious, along with several environmental states.
If several conditions affect a character, apply them all. If particular effects cannot combine, apply the more severe effect.
D&D 3.5e Dying is a specific negative-Hit-Point state from –1 to –9 and is not the same as Pathfinder 1E or 5e.
Legacy 3.x Conditions Directory
The directory below preserves the site’s existing Pathfinder 1E, D&D 3.5e and legacy condition pages. Individual entries are being standardised to identify which editions actually use each term.
Using Conditions at the Table
- Choose the campaign edition first.
- Apply only the condition text from that edition.
- Check whether the effect has a duration or an explicit way to end it.
- Do not import similarly named penalties, save DCs or action restrictions from another edition.
