# [[Combat Conditions]]
## Blinded
Impairment: You can't see
**Mechanics**:
- You automatically fail any **ability check that requires sight**.
- Attack rolls against you have advantage.
- Your attack rolls have disadvantage.
## Charmed
Impairment: You're manipulated
Mechanics:
- You can't attack the charmer.
- You can't target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with you.
## Deafened
Impairment: You can't hear
Mechanics:
- You automatically fail any ability check that requires hearing.
## Exhaustion
Impairment: Your recent experience has left you feeling weak.
Mechanics:
- Exhaustion is cumulative. Each time you receive it, you gain levels of exhaustion (and their cumulative effects).
- Level 1: Disadvantage on ability checks
- Level 2: Speed halved
- Level 3: Disadvantage on attack rolls and saving throws
- Level 4: Hit point maximum halved
- Level 5: Speed reduced to 0
- Level 6: Death
- You can reduce your level of exhaustion by 1 using:
- Greater Restoration (spell)
- Potions, e.g., a Potion of Vitality
- Finishing a long rest with proper food and without sleeping in armor
- Being raised from the dead
## Frightened
Impairment: You're scared
Mechanics:
- If the source of your fear is in line of sight, you have **disadvantage** on **ability checks** and **attack rolls**
-
- 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.
## Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is [incapacitated](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#IncapacitatedCondition) (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the [thunderwave](https://www.dndbeyond.com/spells/2278-thunderwave) spell.
## Incapacitated
- An incapacitated creature can't take actions or reactions.
## Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
## Paralyzed
- A paralyzed creature is [incapacitated](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#IncapacitatedCondition) (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
## Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is [incapacitated](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#IncapacitatedCondition) (see the condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
## [](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/appendix-a-conditions#Poisoned)Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
## [](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/appendix-a-conditions#Prone)Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
## [](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/appendix-a-conditions#Restrained)Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
## [](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/appendix-a-conditions#Stunned)Stunned
- A stunned creature is [incapacitated](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#IncapacitatedCondition) (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
## [](https://www.dndbeyond.com/sources/dnd/basic-rules-2014/appendix-a-conditions#Unconscious)Unconscious
- An unconscious creature is [incapacitated](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#IncapacitatedCondition), can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls [prone](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#ProneCondition).
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.