Some attacks, traps, spells, or other effects can also inflict conditions—usually negative effects other than damage. Some conditions are temporary, lasting as little as a single round; others may last until cured in some way, and some can be ended by using an action to make an appropriate save.
A creature either has a condition or not (e.g., Dazed/Poisoned/Slowed). Gaining a condition when you already have it has no additional effect: a Dazed creature that gets Dazed again does not lose an additional action, being Poisoned again does not impose additional disadvantage, and being Slowed again does not further reduce Speed.
Can’t see. Attacks against you have advantage, and your attacks have disadvantage.
At half HP or less.
Sees the charmer as an ally. Charmer has advantage on social interactions with you.
Heroes: lose 1 action; monsters: can perform one less action on their next turn.
At 0 HP. Max 1 action. Taking damage while Dying causes 2 Wounds, a crit causes 3 instead.
disadvantage on rolls when source of fear is nearby; speed halved when moving closer to it.
Cannot move. Attacks against you have advantage.
Any creature with actions or movement reduced (e.g., Dazed, Grappled/Restrained, Prone, Slowed, in Difficult Terrain).
Can’t do anything. Attacks against you have advantage, and melee attacks that hit, crit.
Cannot be seen. Your attacks have advantage, and attacks against you have disadvantage.
Minor statuses (Smoldering, Charged, Distracted, etc.) do nothing on their own and end whenever combat does. Some spells and abilities have additional effects against such targets.
Incapacitated. You have all the benefits and drawbacks of being a rock! Immune to most damage except from large explosions, picks, or similar tools.
Disadvantage on rolls (typically, healing ends this condition).
Movement costs twice as much, and disadvantage on attacks. Melee attacks against you have advantage; Ranged have disadvantage. Spend 3 spaces of your Speed to stand up.
You move with the creature you are riding. Any attacks that miss you, strike them.
Cannot cast spells or use other abilities that require speaking (e.g., Commander’s Orders).
Speed halved during your next turn.
disadvantage on attacks except against the most recent taunter.