- A dazed creature cannot take reactions and has disadvantage on ability checks and Dexterity saving throws.
- Melee attack rolls 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 11 or higher the spell doesn’t take effect and the spell slot is wasted.
- When a dazed creature takes the Dash action they must succeed on DC 15 or fall prone.