# [[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.