Bewitched

you cannot make any type of move that would negatively affect the creature that placed this condition on you, that same creature also has advantage on any roll to influence you.

Also: charmed, Seduced

Blind

you automatically fail any roll that can’t be completed without sight. rolls that somewhat involve sight are now at disadvantage.

Deaf

you automatically fail any roll that can’t be completed without hearing. rolls that somewhat involve hearing are now at disadvantage.

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 checks

Also: Tipsy, Inebriated

Grappled

your speed is set to 0. 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.

Poisoned

Your speed is reduced by a half and you have disadvantage on all rolls.

Also: contaminated, tainted

Restrained

your speed is set to 0. you also lose the ability to roll for anything that requires your limbs.

Also: charmed, Seduced

Stunned

You lose your action and half your movement. Rolls against you are made at advantage.

Also: paralyzed, slowed

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

Controlled

you must follow the exact commands of the creature that placed the condition on you. that creature decides what your character does, although you do still personally roll for whatever they tell you to do.

Disoriented

you lose your reactions and can only take 1 extra action per turn.

Also: Incapacitated, Disabled

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

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.

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.

Sick

you gain a disease listed in the diseases guide listed in guides & extras.

(additionally, you may also gain a stat reduction if the DM believes it makes sense)

Also: Ill, Unwell, Diseased

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.

Also: knocked out