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Conditions: Difference between revisions

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[[Main Page]] > [[Character Abilities]] > [[Condition]]
[[Main Page]] > [[Character Abilities]] > [[Condition]]


'''Conditions''' are resulted by effects of [[Spell|Spells]], Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.
'''Conditions''' are the effects of certain [[Spells]], Class Features, etc. Conditions may positively or negatively affect a creature. Knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.


== List Of Conditions ==
== List of Conditions ==


=== [[File:Acid Condition Icon 3.png|frameless|upright=0.15]] Acid ===
=== [[File:Acid Condition Icon 3.png|frameless|upright=0.15]] Acid ===
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* Reduces [[Armour Class]] by 2.
* Reduces {{ArmorClass}} by 2.
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{{clear}}


=== [[File:Armor Of Agathys Condition Icon 3.png|frameless|upright=0.15]] Armour Of Agathys ===
=== [[File:Armor Of Agathys Condition Icon 3.png|frameless|upright=0.15]] Armour of Agathys ===


{| class="wikitable"
{| class="wikitable"
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* Ranged attacks and spells have a range of {{C|4.5m / 15ft}} and [[Attack Rolls]] suffer [[Disadvantage]].
* Ranged attacks and spells have a range of {{C|4.5m / 15ft}} and [[Attack Rolls]] suffer {{Disadvantage}}.
* Attacks Rolls against Blinded creatures have [[Advantage]].
* [[Attack Rolls]] against Blinded creatures have {{Advantage}}.
|}
|}
{{clear}}
{{clear}}
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* Take <span style="color:darkgray">2</span> [[Damage Types|<span style="color:darkgray">Slashing Damage</span>]]</code> at the start of each turn and has [[Disadvantage]] on Constitution [[Saving Throws]].
* Take <span style="color:darkgray">2</span> [[Damage Types|<span style="color:darkgray">Slashing Damage</span>]]</code> at the start of each turn and has {{Disadvantage}} on Constitution [[Saving Throws]].
* Remove by healing.
* Remove by healing.
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* Attackers have [[Disadvantage]] on [[Attack Rolls]] against this creature, unless they do not rely on sight or can see through illusions.
* Attackers have {{Disadvantage}} on [[Attack Rolls]] against this creature, unless they do not rely on sight or can see through illusions.
|}
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{{clear}}
{{clear}}
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* Has [[Disadvantage]] on Dexterity [[Saving Throws]].
* Has {{Disadvantage}} on Dexterity [[Saving Throws]].
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* Can't attack spellcaster.  
* Can't attack spellcaster.  
* Spellcaster has [[Advantage]] on Charisma [[Checks]].
* Spellcaster has {{Advantage}} on Charisma [[Checks]].
|}
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{{clear}}
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* Can not regain [[Hit Points]].  
* Can not regain [[Hit Points]].  
* If Undead, has [[Disadvantage]] on [[Attack Rolls]].
* If Undead, has {{Disadvantage}} on [[Attack Rolls]].
|}
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{{clear}}
{{clear}}
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* Ranged attacks and spells have a range of {{C|4.5m / 15ft}} and [[Attack Rolls]] suffer [[Disadvantage]].
* Ranged attacks and spells have a range of {{C|4.5m / 15ft}} and [[Attack Rolls]] suffer {{Disadvantage}}.
* Attacks Rolls against Blinded creatures have [[Advantage]].
* [[Attack Rolls]] against Blinded creatures have {{Advantage}}.
|}
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{{clear}}
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* [[Conditions#Prone|Prone]]:
* [[Conditions#Prone|Prone]]:
** Can't move or act, and has [[Disadvantage]] on Strength and Dexterity [[Saving Throws]].
** Can't move or act, and has {{Disadvantage}} on Strength and Dexterity [[Saving Throws]].
** Attacks against a Prone creature have [[Advantage]] if they're made within <code>3m / 10ft</code> of the creature.
** Attacks against a Prone creature have {{Advantage}} if they're made within <code>3m / 10ft</code> of the creature.
** A Prone creature must spend half its [[Movement Speed]] to stand up.
** A Prone creature must spend half its [[Movement Speed]] to stand up.
* Cannot take [[Action]]s, [[Bonus Action]]s, or [[Reaction]]s.
* Cannot take [[Action]]s, [[Bonus Action]]s, or [[Reaction]]s.
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* Size is increased.
* Size is increased.
* Weapon attacks deal 1d4 more damage. Has [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Weapon attacks deal 1d4 more damage. Has {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
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{{clear}}
{{clear}}
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* Had [[Advantage]] on Constitution [[Checks]].
* Has {{Advantage}} on Constitution [[Checks]].
* Gain 7 [[Hit Points#Temporary Hit Points|Temporary Hit Points]].
* Gain 7 [[Hit Points#Temporary Hit Points|Temporary Hit Points]].
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* Had [[Advantage]] on Strength [[Checks]].
* Has {{Advantage}} on Strength [[Checks]].
* [[Carrying Capacity|Weight Limit]] doubled.
* [[Carrying Capacity|Weight Limit]] doubled.
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* Had [[Advantage]] on Dexterity [[Checks]].
* Has {{Advantage}} on Dexterity [[Checks]].
* Takes half falling damage.
* Takes half falling damage.
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* Had [[Advantage]] on Charisma [[Checks]].
* Has {{Advantage}} on Charisma [[Checks]].
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{{clear}}
{{clear}}
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* Had [[Advantage]] on Intelligence [[Checks]].
* Has {{Advantage}} on Intelligence [[Checks]].
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{{clear}}
{{clear}}
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* Had [[Advantage]] on Wisdom [[Checks]].
* Has {{Advantage}} on Wisdom [[Checks]].
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{{clear}}
{{clear}}
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* Cannot move and takes <code><span style="color:#999999">1d6 Piercing damage</span></code> per turn.
* Cannot move and takes <code><span style="color:#999999">1d6 Piercing damage</span></code> per turn.
* [[Attack Rolls]] against the creature have [[Advantage]], while creature's Attack Rolls and Dexterity [[Saving Throws]] have [[Disadvantage]].
* [[Attack Rolls]] against the creature have {{Advantage}}, while creature's Attack Rolls and Dexterity [[Saving Throws]] have {{Disadvantage}}.
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{{clear}}
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* Cannot move.
* Cannot move.
* [[Attack Rolls]] against the creature have [[Advantage]], while creature's Attack Rolls and Dexterity [[Saving Throws]] have [[Disadvantage]].
* [[Attack Rolls]] against the creature have {{Advantage}}, while creature's Attack Rolls and Dexterity [[Saving Throws]] have {{Disadvantage}}.
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{{clear}}
{{clear}}
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* Cannot move.
* Cannot move.
* [[Attack Rolls]] against the creature have [[Advantage]], while creature's Attack Rolls and Dexterity [[Saving Throws]] have [[Disadvantage]].
* [[Attack Rolls]] against the creature have {{Advantage}}, while creature's Attack Rolls and Dexterity [[Saving Throws]] have {{Disadvantage}}.
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{{clear}}
{{clear}}
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* Shedding dim light.
* Shedding dim light.
* Incoming attacks have [[Advantage]].  
* Incoming attacks have {{Advantage}}.  
* Cannot be [[Condition#Invisible|Invisible]].
* Cannot be [[Condition#Invisible|Invisible]].
|}
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* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Has Resistance to [[Damage Types|physical damage]], and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Has Resistance to [[Damage Types|physical damage]], and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].
* Cannot cast or concentrate on [[Spell|spells]].
* Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
* Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
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* Has [[Advantage]] on Charisma [[Checks]] directed at the target creature.
* Has {{Advantage}} on Charisma [[Checks]] directed at the target creature.
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{{clear}}
{{clear}}
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* A Frightened creature has [[Disadvantage]] on [[Checks|Ability Checks]] and [[Attack Rolls]].
* A Frightened creature has {{Disadvantage}} on [[Checks|Ability Checks]] and [[Attack Rolls]].
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{{clear}}
{{clear}}
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* The next [[Attack Rolls|Attack Roll]] made against this creature has [[Advantage]].
* The next [[Attack Rolls|Attack Roll]] made against this creature has {{Advantage}}.
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{{clear}}
{{clear}}
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Charisma [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Charisma [[Checks]].
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Constitution [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Constitution [[Checks]].
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{{clear}}
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Dexterity [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Dexterity [[Checks]].
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Intelligence [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Intelligence [[Checks]].
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{{clear}}
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Strength [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Strength [[Checks]].
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* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has [[Disadvantage]] on Wisdom [[Checks]].
* Creature suffers additional <code><span style="color:#66cc66">1d6 Necrotic damage</span></code> from the spellcaster. It also has {{Disadvantage}} on Wisdom [[Checks]].
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{{clear}}
{{clear}}
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* Can't move or act, and has [[Disadvantage]] on Strength and Dexterity [[Saving Throws]].
* Can't move or act, and has {{Disadvantage}} on Strength and Dexterity [[Saving Throws]].
* Attacks against a Prone creature have [[Advantage]] if they're made within <code>3m / 10ft</code> of the creature.
* Attacks against a Prone creature have {{Advantage}} if they're made within <code>3m / 10ft</code> of the creature.
* At the end of its turn or when it takes damage, the creature can try to shake off the effect.
* At the end of its turn or when it takes damage, the creature can try to shake off the effect.
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* Suffers an additional <code><span style="color:#999999">1d6 damage</span></code> from the spellcaster.
* Suffers an additional <code><span style="color:#999999">1d6 damage</span></code> from the spellcaster.
* Spellcaster also gains [[Advantage]] on all Perception and Survival [[Checks]].
* Spellcaster also gains {{Advantage}} on all Perception and Survival [[Checks]].
|}
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* Has [[Advantage]] on [[Attack Rolls]] and impose [[Disadvantage]] on enemy Attack Rolls.
* Has {{Advantage}} on [[Attack Rolls]] and impose {{Disadvantage}} on enemy Attack Rolls.
* Attacking or casting a Spells ends this condition.
* Attacking or casting a Spells ends this condition.
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* Suffers [[Disadvantage]] on [[Attack Rolls]] and [[Checks|Ability Checks]].
* Suffers {{Disadvantage}} on [[Attack Rolls]] and [[Checks|Ability Checks]].
|}
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{{clear}}
{{clear}}
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* Can't move or act, and has [[Disadvantage]] on Strength and Dexterity [[Saving Throws]].
* Can't move or act, and has {{Disadvantage}} on Strength and Dexterity [[Saving Throws]].
* Attacks against a Prone creature have [[Advantage]] if they're made within <code>3m / 10ft</code> of the creature.
* Attacks against a Prone creature have {{Advantage}} if they're made within <code>3m / 10ft</code> of the creature.
* A Prone creature must spend half its [[Movement Speed]] to stand up.
* A Prone creature must spend half its [[Movement Speed]] to stand up.
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* The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
* The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
* These creatures have [[Disadvantage]] on [[Attack Rolls]] against the target.
* These creatures have {{Disadvantage}} on [[Attack Rolls]] against the target.
* The target can't be [[Condition#Charmed|Charmed]], [[Condition#Frightened|Frightened]], or Possesed by them.
* The target can't be [[Condition#Charmed|Charmed]], [[Condition#Frightened|Frightened]], or Possesed by them.
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* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.  
* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.  
* Has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].  
* Has Resistance to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].  
* Cannot cast or concentrate on [[Spell|spells]].
* Cannot cast or concentrate on [[Spell|spells]].
* Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
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* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
* Has Resistance to all damage except psychic damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Has Resistance to all damage except psychic damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Can use [[Dash]] as a bonus action, and foes have [[Disadvantage]] on [[Opportunity Attacks]].
* Can use [[Dash]] as a bonus action, and foes have {{Disadvantage}} on [[Opportunity Attacks]].
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Also has Resistance to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* [[Movement Speed]] increased by <code>4.5m / 15ft</code>.
* [[Movement Speed]] increased by <code>4.5m / 15ft</code>.
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Also has Resistance to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Jump distance increased by <code>4.5m / 15ft</code>.
* Jump distance increased by <code>4.5m / 15ft</code>.
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Also has Resistance to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Allies have [[Advantage]] on melee [[Attack Rolls]] against enemies within <code>2m / 5ft</code>.
* Allies have {{Advantage}} on melee [[Attack Rolls]] against enemies within <code>2m / 5ft</code>.
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Also has Resistance to physical damage, and {{Advantage}} on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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* You have [[Advantage]] on [[Attack Rolls]], but enemies also have Advantage on Attack Rolls against you.
* You have {{Advantage}} on [[Attack Rolls]], but enemies also have Advantage on Attack Rolls against you.
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* Size is reduced.
* Size is reduced.
* Weapon attacks deal 1d4 less damage. Has [[Disadvantage]] on Strength [[Checks]] and [[Saving Throws]].
* Weapon attacks deal 1d4 less damage. Has {{Disadvantage}} on Strength [[Checks]] and [[Saving Throws]].
|}
|}
{{clear}}
{{clear}}
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* A sleeping creature cannot move or act.
* A sleeping creature cannot move or act.
* Moreover, the creature automatically fails Strength and Dexterity [[Saving Throws]].
* Moreover, the creature automatically fails Strength and Dexterity [[Saving Throws]].
* [[Attack Rolls]] against it have [[Advantage]], and any attack that hits the creature is a Critical Hit if the attacker is within {{C|1.5m / 5ft}} of the creature.
* [[Attack Rolls]] against it have {{Advantage}}, and any attack that hits the creature is a Critical Hit if the attacker is within {{C|1.5m / 5ft}} of the creature.
* Removed by taking damage or when [[Help|Helped]].
* Removed by taking damage or when [[Help|Helped]].
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* Has [[Advantage]] on Intimidation and Performance [[Checks]].
* Has {{Advantage}} on Intimidation and Performance [[Checks]].
|}
|}
{{clear}}
{{clear}}
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* An enemy is close. Has [[Disadvantage]] on ranged [[Attack Rolls]].
* An enemy is close. Has {{Disadvantage}} on ranged [[Attack Rolls]].
|}
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{{clear}}
{{clear}}
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* The spellcaster has [[Advantage]] on [[Attack Rolls]] against this creature.
* The spellcaster has {{Advantage}} on [[Attack Rolls]] against this creature.
|}
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{{clear}}
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* [[Disadvantage]] on the next [[Attack Rolls|Attack Roll]].
* {{Disadvantage}} on the next [[Attack Rolls|Attack Roll]].
|}
|}
{{clear}}
{{clear}}

Revision as of 01:19, 3 February 2023

Main Page > Character Abilities > Condition

Conditions are the effects of certain Spells, Class Features, etc. Conditions may positively or negatively affect a creature. Knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.

List of Conditions

File:Acid Condition Icon 3.png Acid

Effect

File:Action Surge Condition Icon 3.png Action Surge

Effect
  • Can take an extra Action this turn.

File:Aid Condition Icon 3.png Aid

Effect
  • Hit point maximum increased by X.

File:Armor Of Agathys Condition Icon 3.png Armour of Agathys

Effect

File:Arms Of Hadar Condition Icon 3.png Arms Of Hadar

Effect
  • Can't take reactions.

File:Bane Condition Icon 3.png Bane

Effect

File:Barkskin Condition Icon 3.png Barkskin

Effect

File:Blade Ward Condition Icon 3.png Blade Ward

Effect
  • Has resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Damage of these types is halved.

File:Blinded Condition Icon 2.png Blinded

Effect

File:Bleeding Condition Icon 3.png Bleeding

Effect

File:Bless Condition Icon 3.png Bless

Effect

File:Blurred Condition Icon 3.png Blurred

Effect
  • Attackers have Disadvantage Icon.png Disadvantage on Attack Rolls against this creature, unless they do not rely on sight or can see through illusions.

File:Bufotoxin Condition Icon 2.png Bufotoxin

Effect

File:Burning Condition Icon 3.png Burning

Effect
  • Takes 1d4 Fire damage per turn.

File:Calmed Condition Icon 3.png Calmed

Effect

File:Charmed Condition Icon 3.png Charmed

Effect

File:Chill Touch Condition Icon 3.png Chill Touch

Effect

File:Cloud of Daggers Condition Icon 3.png Cloud of Daggers

Effect
  • ?

File:Colour Spray Condition Icon 3.png Colour Spray

Effect

Command Approach Icon.png Command: Approach

Effect

Command Drop Icon.png Command: Drop

Effect

Command Flee Icon.png Command: Flee

Effect

Command Grovel Icon.png Command: Grovel

Effect

File:Command Halt Condition Icon 3.png Command: Halt

Effect

File:Crown of Madness Condition Icon 3.png Crown of Madness

Effect
  • Instilled with magical madness. Will attack the nearest creature.

File:Darkvision Condition Icon 3.png Darkvision

Effect
  • Can see in the dark out to the range of 12m / 40ft.

File:Dash Condition Icon 3.png Dash

Effect

File:Detect Thoughts Condition Icon 3.png Detect Thoughts

Effect
  • Can read the thoughts of certain creatures while talking to them.

File:Difficult Terrain Condition Icon 3.png Difficult Terrain

Effect

File:Disengage Condition Icon 2.png Disengage

Effect

File:Disguise Self Condition Icon 3.png Disguise Self

Effect
  • Appearance is entirely changed.

File:Downed Condition Icon 3.png Downed

Effect
  • You are Unconscious and must make Death Saving Throws.
  • On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die.
  • If you regain any Hit Points, lose Downed. Or an ally Helps you, regain 1 Hit Point.

File:Electrocuted Condition Icon 3.png Electrocuted

Effect
  • Takes 1d4 Lightning damage at the start of each turn.

File:Enlarged Condition Icon 3.png Enlarged

Effect

File:Bear's Endurance Condition Icon 3.png Enhance Ability: Bear's Endurance

Effect

File:Bull's Strength Condition Icon 3.png Enhance Ability: Bull's Strength

Effect

File:Cat's Grace Condition Icon 3.png Enhance Ability: Cat's Grace

Effect

File:Eagle's Splendor Condition Icon 3.png Enhance Ability: Eagle's Splendor

Effect

File:Fox's Cunning Condition Icon 3.png Enhance Ability: Fox's Cunning

Effect

File:Owl's Wisdom Condition Icon 3.png Enhance Ability: Owl's Wisdom

Effect

File:Ensnared Condition Icon 3.png Ensnared

Effect

File:Entangled Condition Icon 3.png Entangled

Effect

File:Enwebbed Condition Icon 3.png Enwebbed

Effect

File:Expeditious Retreat Condition Icon 3.png Expeditious Retreat

Effect
  • Dash available as a bonus action.

File:Exposing Bite Condition Icon 3.png Exposing Bite

Effect
  • Creature is distracted. The next attack against the creature from wihtin 1.5m / 5ft is guaranteed to be a critical hit.

File:Faerie Fire Condition Icon 3.png Faerie Fire

Effect

File:False Life Condition Icon 3.png False Life

Effect

File:Feather Fall Condition Icon 3.png Feather Fall

Effect
  • Rate of falling is slowed, granting immunity to Falling damage.

File:Feeble Condition Icon 3.png Feeble

Effect
  • Deal only half damage with weapon attacks that use Strength.

File:Frenzied Condition Icon 3.png Frenzied

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.

File:Friends Condition Icon 3.png Friends

Effect

File:Frightened Condition Icon 3.png Frightened

Effect

File:Goaded Condition Icon 3.png Goaded

Effect
  • Must attack the goading creature, if possible.

File:Guidance Condition Icon 3.png Guidance

Effect

File:Guiding Bolt Condition Icon 3.png Guiding Bolt

Effect

Haste Icon.png Hastened

Effect

File:Heroism Condition Icon 3.png Heroism

Effect

File:Hex Charisma Condition Icon 3.png Hex: Charisma

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Charisma Checks.

File:Hex Constitution Condition Icon 3.png Hex: Constitution

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Constitution Checks.

File:Hex Dexterity Condition Icon 3.png Hex: Dexterity

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Dexterity Checks.

File:Hex Intelligence Condition Icon 3.png Hex: Intelligence

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Intelligence Checks.

File:Hex Strength Condition Icon 3.png Hex: Strength

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Strength Checks.

File:Hex Wisdom Condition Icon 3.png Hex: Wisdom

Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage Icon.png Disadvantage on Wisdom Checks.

File:Hideous Laughter Condition Icon 3.png Hideous Laughter

Effect
  • Can't move or act, and has Disadvantage Icon.png Disadvantage on Strength and Dexterity Saving Throws.
  • Attacks against a Prone creature have Advantage Icon.png Advantage if they're made within 3m / 10ft of the creature.
  • At the end of its turn or when it takes damage, the creature can try to shake off the effect.

File:Hold Person Condition Icon 3.png Hold Person

Effect
  • Paralysed. At the end of each turn, makes a Wisdom Saving Throw. On a successful save, the Condition is removed.

File:Horde Breaker Condition Icon 3.png Horde Breaker

Effect
  • Creature is open to a follow-up attack.

File:Hunter's Mark Quarry Condition Icon 3.png Hunter's Mark Quarry

Effect
  • Suffers an additional 1d6 damage from the spellcaster.
  • Spellcaster also gains Advantage Icon.png Advantage on all Perception and Survival Checks.

Incapacitated Icon.png Incapacitated

Effect

File:Invisible Condition Icon 3.png Invisible

Effect

File:Jump Condition Icon 3.png Jump

Effect
  • The creature's jump distance is tripled for 1 minute.

File:Light Condition Icon 3.png Light

Effect
  • This object has an aura of light with a radius of 12m / 40ft

File:Longstrider Condition Icon 3.png Longstrider

Effect

File:Mage Armour Condition Icon 3.png Mage Armour

Effect

File:Pinched Condition Icon 3.png Pinched

Effect
  • Take 2 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft.

File:Produce Flame Condition Icon 3.png Produce Flame

Effect
  • A flickering flame sheds light around the creature.

File:Poisoned Condition Icon 3.png Poisoned

Effect

File:Prone Condition Icon 3.png Prone

Effect
  • Can't move or act, and has Disadvantage Icon.png Disadvantage on Strength and Dexterity Saving Throws.
  • Attacks against a Prone creature have Advantage Icon.png Advantage if they're made within 3m / 10ft of the creature.
  • A Prone creature must spend half its Movement Speed to stand up.

File:Protection from Evil and Good Condition Icon 3.png Protection form Evil and Good

Effect
  • The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
  • These creatures have Disadvantage Icon.png Disadvantage on Attack Rolls against the target.
  • The target can't be Charmed, Frightened, or Possesed by them.

File:Rage Condition Icon 3.png Rage

Effect
  • Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
  • Has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.

File:Rage Bear Heart Condition Icon 3.png Rage: Bear Heart

Effect
  • Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
  • Has Resistance to all damage except psychic damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.

File:Rage Eagle Heart Condition Icon 3.png Rage: Eagle Heart

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Can use Dash as a bonus action, and foes have Disadvantage Icon.png Disadvantage on Opportunity Attacks.
  • Also has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.

File:Rage Elk Heart Condition Icon 3.png Rage: Elk Heart

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Movement Speed increased by 4.5m / 15ft.
  • Also has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.

File:Rage Tiger Heart Condition Icon 3.png Rage: Tiger Heart

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Jump distance increased by 4.5m / 15ft.
  • Also has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.

File:Rage Wolf Heart Condition Icon 3.png Rage: Wolf Heart

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Allies have Advantage Icon.png Advantage on melee Attack Rolls against enemies within 2m / 5ft.
  • Also has Resistance to physical damage, and Advantage Icon.png Advantage on Strength Checks and Saving Throws.
  • Cannot cast or concentrate on spells.
  • Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.

File:Rallied Condition Icon 3.png Rallied

Effect

File:Ray Of Frost Condition Icon 3.png Ray of Frost

Effect

Reckless Attack Condition Icon.png Reckless Attack

Effect


File:Reduced Condition Icon 3.png Reduced

Effect

File:Resistance Condition Icon 3.png Resistance

Effect

File:Shield of Faith Condition Icon 3.png Shield of Faith

Effect

File:Shillelagh Condition Icon 3.png Shillelagh

Effect

File:Shocking Grasp Condition Icon 3.png Shocking Grasp

Effect

File:Silence Aura Condition Icon 3.png Silence Aura

Effect
  • Creatures and objects are immune to Thunder damage.
  • Creatures are Deafened.
  • Cannot cast spells that require verbal component.

File:Sleeping Condition Icon 3.png Sleeping

Effect
  • A sleeping creature cannot move or act.
  • Moreover, the creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against it have Advantage Icon.png Advantage, and any attack that hits the creature is a Critical Hit if the attacker is within 1.5m / 5ft of the creature.
  • Removed by taking damage or when Helped.

File:Speak With Animals Condition Icon 3.png Speak with Animals

Effect
  • Can comprehend and communicate with beasts.

File:Thaumaturgy Condition Icon 3.png Thaumaturgy

Effect

File:Threatened Condition Icon 3.png Threatened

Effect

File:True Strike Condition Icon 3.png True Strike

Effect

File:Turned Condition Icon 3.png Turned

Effect
  • Until it takes damage, a turned creature must spend its turns trying to move as far away from the creature who turned it.
  • It can't willingly move to a space within 9m / 30ft of that creature.
  • It also can't take reactions.
  • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.

File:Vicious Mockery Condition Icon 3.png Vicious Mockery

Effect

File:Wet Condition Icon 3.png Wet

Effect

File:Wild Magic Explosive Healing Condition Icon 3.png Wild Magic: Explosive Healing

Effect
  • Your spells of Level 1 and higher heal all creatures in a 3m / 10ft radius for 1d4 hit points per Spell Slot level.

File:Wild Magic Enchant Weapons Condition Icon 3.png Wild Magic: Enchant Weapons

Effect
  • The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage.

File:Wild Magic Teleport Condition Icon 3.png Wild Magic: Teleport

Effect
  • Can use a Bonus Action to teleport up to 9m / 30ft.

File:Witch Bolt Condition Icon 3.png Witch Bolt

Effect
  • The spellcaster can activate the arc linking it to this creature to automatically deal 1d12 Lightning damage.