PF2e Conditions Reference

Quick reference for all 39 official Pathfinder 2e conditions. Search, filter by category, and expand any condition for the full rule text. Conditions marked with # have a numeric value (e.g., Frightened 2). Use with the initiative tracker to apply conditions during combat.

Search Conditions

42 conditions shown

Blinded

severe

Cannot see; all enemies are undetected

▼ Full description

Broken

moderate

Item cannot be used until repaired

▼ Full description

Clumsy#

moderate

Status penalty to Dex-based checks and AC

▼ Full description

Concealed

minor

Difficult to see; attacker must succeed at DC 5 flat check

▼ Full description

Confused

severe

Act randomly; attack nearest creature

▼ Full description

Controlled

severe

Another creature directs your actions

▼ Full description

Dazzled

minor

All creatures and objects are concealed from you

▼ Full description

Deafened

minor

Cannot hear; –2 initiative; auto-fail hearing Perception

▼ Full description

Doomed#

severe

Reduces dying threshold; die at lower dying value

▼ Full description

Drained#

moderate

Status penalty to Con; lose max HP per level

▼ Full description

Dying#

severe

Unconscious; die when reaching dying 4

▼ Full description

Encumbered

minor

Clumsy 1 and –10 ft Speed

▼ Full description

Enfeebled#

moderate

Status penalty to Str-based checks and damage

▼ Full description

Fascinated

moderate

–2 to Perception and skills; can't concentrate

▼ Full description

Fatigued

moderate

–1 to AC and saves; can't use exploration activities

▼ Full description

Fleeing

moderate

Must use actions to escape; can't approach source

▼ Full description

Friendly

minor

Likely to agree to simple, safe requests

▼ Full description

Frightened#

moderate

Status penalty to all checks and DCs; reduces by 1 each turn

▼ Full description

Grabbed

moderate

Flat-footed and immobilized; manipulate actions need flat check

▼ Full description

Helpful

minor

Accepts reasonable requests; offers assistance

▼ Full description

Hidden

minor

Location known but position not; attacker needs DC 11 flat check

▼ Full description

Hostile

moderate

Actively wants to harm the party

▼ Full description

Immobilized

moderate

Cannot use move actions or leave current space

▼ Full description

Indifferent

minor

Neither helpful nor hostile; neutral attitude

▼ Full description

Invisible

moderate

Undetected; become hidden if observed

▼ Full description

Observed

minor

Fully visible; normal visibility state

▼ Full description

Off-Guard

minor

–2 circumstance penalty to AC

▼ Full description

Paralyzed

severe

Cannot act physically; only mental actions allowed

▼ Full description

Persistent Damage#

moderate

Take damage at end of turn; DC 15 flat check to end

▼ Full description

Petrified

severe

Turned to stone; unconscious; AC 9 Hardness 8

▼ Full description

Prone

minor

Off-guard; –2 attack; can only crawl or stand

▼ Full description

Quickened

minor

Gain 1 additional action per turn

▼ Full description

Restrained

severe

Off-guard, immobilized; no reactions; manipulate check DC 5

▼ Full description

Sickened#

moderate

Status penalty to all checks; can't eat or drink

▼ Full description

Slowed#

moderate

Lose actions equal to value each turn

▼ Full description

Stunned#

severe

Lose actions; reduce stunned value to act

▼ Full description

Stupefied#

moderate

Status penalty to Int/Wis/Cha; spell failure chance

▼ Full description

Unconscious

severe

Cannot act; –4 to AC, Perception, Reflex; blinded, off-guard, prone

▼ Full description

Undetected

moderate

Creature is unaware of your location

▼ Full description

Unfriendly

minor

Dislikes the party; won't help

▼ Full description

Unnoticed

minor

Creature is completely unaware of your existence

▼ Full description

Wounded#

moderate

Increases dying threshold when downed again

▼ Full description

About PF2e Conditions - Status Effects Explained

Pathfinder 2e has 39 official conditions that affect characters in different ways. Some are numeric - they have a value that increases or decreases the severity of the effect (e.g., Frightened 3 imposes a –3 penalty to all checks and DCs). Others are binary - you either have them or you don't (e.g., Blinded).

Conditions fall into several categories: detection conditions (Blinded, Concealed, Invisible), movement conditions (Immobilized, Prone, Restrained), mental conditions (Confused, Controlled, Fascinated, Fleeing, Frightened), and physical conditions (Clumsy, Drained, Encumbered). Use the category filter to quickly find relevant conditions during play.

Many conditions can only end in specific ways - for example, Grabbed ends when the creature grabbing you uses another action, and Stunned loses one value at the start of each of your turns. The Ends On note in each condition tells you exactly when it clears. Track conditions live with the initiative tracker.