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Prone (Condition)
- The affected creature cannot move or take Actions, Bonus Actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
Notes
- If a creature becomes Prone at the start of its turn, it uses half its available movement to stand up. If a creature is knocked prone during its turn, its turn automatically ends.
- Knocking a creature Prone and reducing its movement speed below 50% does not automatically skip its next turn because creatures use 50% of their available movement to stand up.
- Some creatures are immune to the Prone condition, including those without a physical body (such as Shadows and Wraiths).
- Tasha's Hideous Laughter causes a target to suffer from Hideous Laughter, which has the effect of Prone, but is not technically considered as such.
- Becoming prone instantly ends Concentration.
Sources of Prone[edit | edit source]
Indefinite duration[edit | edit source]
The following sources of Prone inflict the condition indefinitely. It can still be removed if the affected creature spends movement speed to get up. However, if the creature is unable to move (for example with Ensnared, Enwebbed, Frightened, Heavily Encumbered, Maimed, and Restrained), it remains prone indefinitely.
Two turn duration[edit | edit source]
Two turns is the typical duration for a Prone effect. Since the duration of Prone ticks down at the start of the affected creature's turn, a 2 turn duration is effectively 1 round. The exact behaviour is as follows:
- At the start of the affected creature's turn, the remaining duration ticks down to 1 turn.
- If the affected creature can spend movement speed, it does so and stands up, and the remaining turn of Prone is removed.
- If it cannot, it remains prone and skips its turn. In this case, at the start of the following turn, the creature expends half of its movement speed (if able) and stands up, and Prone is removed.
- If Prone was caused by certain sources, such as Brutal Leap, Primal Stampede, Reverberation, or Throw, duration 1 cannot be increased to 2 before the condition has ended, which usually means not until the next turn. For some other sources, such as Ice, a separate Prone condition with duration 2 can be applied.
The following sources have a duration of 2 turns:
- Adhesive Whip
- Backbreaker
- Bite (Sabre-Toothed Tiger)
- Boar Charge
- Brutal Leap
- Charge (Deep Rothé)
- Charge (Minotaur)
- Crushing Flight
- Deadly Leap
- Diving Strike
- Grounded Thunder Strike
- Impulse Blast
- Ironbound Pursuit
- Lunging Bite
- Multiattack (Owlbear)
- Pounce
- Pounce (Alioramus)
- Pounce (Dilophosaurus)
- Pounce (Hook Horror)
- Primal Stampede
- Quake
- Relentless Lunge
- Rolan's Thunderwave
- Rush (Boar)
- Scar of the Sirocco
- Slam (Ansur)
- Slam (Grym)
- Slam (Ogre)
- Soil-Clogged Slam
- Stormheart Nova
- Strengthened Force Tunnel
- Topple the Big Folk
- Trephination
- Trumpet of Blasting
- Volatile Cluster
One turn duration[edit | edit source]
The following sources of Prone only inflict it for 1 turn. Since the duration of Prone ticks down at the start of an affected creature's turn, the condition ends even if the creature somehow lacks the movement speed required to be spent to stand up. Since creatures typically regain their movement speed at the start of their turn, this is only relevant if the creature is also afflicted with a movement-restricting condition.
- Break of Dawn
- Bulwark Rebuke
- Burrow (Badger)
- Crushing Flight (Owlbear Wild Shape)
- Destructive Wave
- Destructive Wave: Necrotic
- Destructive Wave: Radiant
- Enraged Throw
- Fist of Unbroken Air
- Flurry of Blows: Topple
- Forceful Throw
- Gale (class action)
- Grease
- Greasy Discharge
- Honeyed Paws
- Ice
- Improvised Melee Weapon
- Improvised Melee Weapon (Bonus Action)
- Legion of Bees: Mighty Knockback
- Main Hand Attack (Steel Watcher)
- Merciless Crush
- Multiattack (Flesh)
- Multiattack (Steel Watcher Titan)
- Repelling Protocol
- Reprimand
- Shadowjaw Bite
- Shield Blow
- Slam (Brewer Zombie, tactician)
- Telekinetic Thrust
- Throat Punch
- Throw
- Thunderous Smite
- Topple
- Trip Attack (Melee)