- A dazed Creature cannot take Reactions and has Disadvantage on Agility Checks and Agility Saving Throws.
- Melee Attacks against the Creature have Advantage, and the creature’s own Attack Rolls have Disadvantage.
- When a dazed Creature attempts to cast a Spell other than a Cantrip it must roll a d20. On an 10 or lower the Spell doesn’t take effect and the Mana is wasted.
- When a dazed Creature takes the Dash action they must succeed on DC 15 Agility Saving Throw or fall Prone.