Frightened 5e condition
How the frightened condition works in the 2014 rules (SRD 5.1) and the 2024 rules (SRD 5.2), what changed, and which spells and monsters cause it.
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Frightened in the 2014 rules (SRD 5.1)
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Frightened in the 2024 rules (SRD 5.2)
While you have the Frightened condition, you experience the following effects.
Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
Can't Approach. You can't willingly move closer to the source of your fear.
What changed in 2024
- No change beyond the wording.
How Frightened works
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and it can’t willingly move closer to that source. That’s the whole condition. It doesn’t stop you acting, and it doesn’t make you run away.
The effect that frightens you often adds more. Fear makes its victims drop what they’re holding and Dash away every turn, and a Wand of Fear or Mace of Terror makes a frightened creature spend its turns fleeing. The condition is the floor; the spell or stat block tells you the rest, including when you get to save again.
Dealing with fear
- Break line of sight. The disadvantage only applies while you can see the source. Many fear effects also let you save again once you’re out of sight, as Fear does.
- Stay put and keep swinging. You can’t move closer, but a frightened fighter already next to the source can still attack it, with disadvantage. Out of reach, switch to ranged attacks or spells that call for a saving throw, which the condition doesn’t affect.
- Prevent it. Heroism makes a creature immune to being frightened, Protection from Evil and Good stops aberrations, celestials, elementals, fey, fiends and undead from frightening its target, and Calm Emotions suppresses fear on humanoids.
- Know the scary monsters. Every adult and ancient dragon has Frightful Presence, a ghost’s Horrifying Visage calls for a DC 13 Wisdom save, and a mummy’s Dreadful Glare also paralyzes a creature that fails by 5 or more.
What changed in 2024
Nothing that changes play. The 2024 condition has the same two effects in new words: disadvantage on ability checks and attack rolls while the source of fear is within line of sight, and you can’t willingly move closer to it.
Common questions
Can a frightened creature attack the source of its fear?
Yes, with disadvantage while it can see the source. It just can’t move closer, so a creature already in reach can keep attacking, and one that isn’t can use ranged attacks or spells.
Does being frightened make you run away?
Not by itself. Only effects that say so force you to flee, like Fear, which makes you Dash away each turn, or the Mace of Terror.
Does frightened affect saving throws or spells?
It doesn’t affect saving throws at all. Spell attack rolls have disadvantage like other attacks, but spells that call for a saving throw work normally.
Can a frightened creature be moved closer to the source?
Yes. The condition only stops you from willingly moving closer, so an ally can drag you or a monster can pull you in. Whether you can teleport closer isn’t spelled out, so that’s the DM’s call.
How do you end the frightened condition?
Most fear effects let you repeat the saving throw, often at the end of each of your turns and sometimes only when the source is out of sight. Calm Emotions suppresses it on humanoids, and a paladin’s Aura of Courage from 10th level keeps nearby allies from being frightened.
What’s immune to being frightened?
Many undead and constructs list it among their condition immunities. A creature under Heroism, or one that has eaten a Heroes’ Feast, is immune.
Frightened compared with similar conditions
| Condition | How it compares |
|---|---|
| Charmed | The other mind-affecting condition: you can’t attack the charmer at all, rather than attacking it with disadvantage. |
| Poisoned | The same disadvantage on attacks and ability checks, all the time, with no line-of-sight condition and no limit on movement. |
| Exhaustion | Also penalizes checks and attacks, but it lasts until long rests or magic remove it. |
| Fear | 3rd level: a 30-foot cone that frightens, disarms and sends its victims running. The classic source. |
Spells and the frightened condition
From the SRD 5.1 spells: 7 spells can leave a creature frightened, and 6 spells can end or prevent it.
Spells that cause it
- Fear 3rd level
- Phantasmal Killer 4th level
- Hallow 5th level
- Eyebite 6th level
- Symbol 7th level
- Antipathy/Sympathy 8th level
- Weird 9th level
Spells that end or prevent it
- Heroism 1st level
- Protection from Evil and Good 1st level
- Calm Emotions 2nd level
- Magic Circle 3rd level
- Dispel Evil and Good 5th level
- Heroes' Feast 6th level
Monsters and the frightened condition
Monsters whose attacks or traits cause it (31)
- Quasit CR 1
- Sea Hag CR 2
- Mummy CR 3
- Ghost CR 4
- Chain Devil CR 8
- Adult Brass Dragon CR 13
- Adult White Dragon CR 13
- Nalfeshnee CR 13
- Adult Black Dragon CR 14
- Adult Copper Dragon CR 14
- Adult Bronze Dragon CR 15
- Adult Green Dragon CR 15
- Mummy Lord CR 15
- Adult Blue Dragon CR 16
- Adult Silver Dragon CR 16
- Adult Gold Dragon CR 17
- Adult Red Dragon CR 17
- Androsphinx CR 17
- Ancient Brass Dragon CR 20
- Ancient White Dragon CR 20
- Pit Fiend CR 20
- Ancient Black Dragon CR 21
- Ancient Copper Dragon CR 21
- Lich CR 21
- Ancient Bronze Dragon CR 22
- Ancient Green Dragon CR 22
- Ancient Blue Dragon CR 23
- Ancient Silver Dragon CR 23
- Ancient Gold Dragon CR 24
- Ancient Red Dragon CR 24
- Tarrasque CR 30
Monsters immune to it (37)
- Lemure CR 0
- Shrieker CR 0
- Flying Sword CR 1/4
- Swarm of Bats CR 1/4
- Swarm of Rats CR 1/4
- Swarm of Ravens CR 1/4
- Violet Fungus CR 1/4
- Gray Ooze CR 1/2
- Shadow CR 1/2
- Swarm of Beetles CR 1/2
- Swarm of Centipedes CR 1/2
- Swarm of Insects CR 1/2
- Swarm of Spiders CR 1/2
- Swarm of Wasps CR 1/2
- Animated Armor CR 1
- Swarm of Quippers CR 1
- Gelatinous Cube CR 2
- Ochre Jelly CR 2
- Rug of Smothering CR 2
- Swarm of Poisonous Snakes CR 2
- Mummy CR 3
- Black Pudding CR 4
- Ghost CR 4
- Flesh Golem CR 5
- Shield Guardian CR 7
- Clay Golem CR 9
- Deva CR 10
- Stone Golem CR 10
- Gynosphinx CR 11
- Mummy Lord CR 15
- Iron Golem CR 16
- Planetar CR 16
- Androsphinx CR 17
- Lich CR 21
- Solar CR 21
- Kraken CR 23
- Tarrasque CR 30