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Conditions

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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.png Acid

Effect

Action Surge Condition Icon.png Action Surge

Effect
  • Can take an extra Action this turn.

Aid Condition Icon.png Aid

Effect
  • Hit point maximum increased by X.

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

Effect

Arms of Hadar Condition Icon.png Arms of Hadar

Effect
  • Can't take reactions.

Bane Condition Icon.png Bane

Effect

Barkskin Condition Icon.png Barkskin

Effect

Blade Ward Condition Icon.png Blade Ward

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

Blinded Condition Icon.png Blinded

Effect

Bleeding Condition Icon.png Bleeding

Effect
  • Creature takes 2Damage TypesSlashing damage at the start of each turn and has Disadvantage Icon.png Disadvantage on Constitution Saving Throws.
  • Removed by healing.

Bless Condition Icon.png Bless

Effect

Blurred Condition Icon.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.

Bufotoxin Condition Icon.png Bufotoxin

Effect

Burning Condition Icon.png Burning

Effect
  • Takes 1d4 Fire damage per turn.

Calmed Condition Icon.png Calmed

Effect

Charmed Condition Icon.png Charmed

Effect

Chest Trauma

Effect

Chill Touch Condition Icon.png Chill Touch

Effect

Click Heels

Effect

Cloud of Daggers Condition Icon.png Cloud of Daggers

Effect
  • Spinning daggers fill the air. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.

Colour Spray Condition Icon.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

Command Halt Condition Icon.png Command: Halt

Effect

Controlled Condition Icon.png Controlled

Effect
  • This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.

Crippled

Effect

Crown of Madness Condition Icon.png Crown of Madness

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

Darkvision Condition Icon.png Darkvision

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

Dash Condition Icon.png Dash

Effect

Dazed Condition Icon.png Dazed

Effect

Detect Thoughts Condition Icon.png Detect Thoughts

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

Difficult Terrain Condition Icon.png Difficult Terrain

Effect

Disengage Condition Icon.png Disengage

Effect

Disguise Self Condition Icon.png Disguise Self

Effect
  • Appearance is entirely changed.

Divine Sense Icon.png Divine Sense

Effect

Downed Condition Icon.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.

Electrocuted Condition Icon.png Electrocuted

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

Encumbered Condition Icon.png Encumbered

Effect

Movement Speed is reduced by a third.

Enlarged Condition Icon.png Enlarged

Effect

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

Effect

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

Effect

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

Effect

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

Effect

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

Effect

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

Effect

Ensnared Condition Icon.png Ensnared

Effect

Entangled Condition Icon.png Entangled

Effect

Enwebbed Condition Icon.png Enwebbed

Effect

Expeditious Retreat Condition Icon.png Expeditious Retreat

Effect
  • Dash available as a bonus action.

Exposing Bite Condition Icon.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.

Faerie Fire Condition Icon.png Faerie Fire

Effect

False Life Condition Icon.png False Life

Effect

Feather Fall Condition Icon.png Feather Fall

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

Feeble Condition Icon.png Feeble

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

Frenzied Condition Icon.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.

Friends Condition Icon.png Friends

Effect

Frightened Condition Icon.png Frightened

Effect

Frostbite

Effect
  • When taking Cold damage, takes an additional 1 Cold damage per turn of Frostbite remaining.

Gaping Wounds Condition Icon.png Gaping Wounds

Effect
  • Attacks againts this creature deal an additional 2Damage TypesPiercing damage.
  • Removed by healing.

Goaded Condition Icon.png Goaded

Effect
  • Must attack the goading creature, if possible.

Guidance Condition Icon.png Guidance

Effect

Guiding Bolt Condition Icon.png Guiding Bolt

Effect

Hamstrung

Effect

Haste Icon.png Hastened

Effect

Healing Radiance Icon.png Healing Radiance

Effect

Heavily Encumbered Condition Icon.png Heavily Encumbered

Effect

Movement Speed is reduced by two-thirds.

Heroism Condition Icon.png Heroism

Effect

Hex Charisma Condition Icon.png Hex: Charisma

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

Hex Constitution Condition Icon.png Hex: Constitution

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

Hex Dexterity Condition Icon.png Hex: Dexterity

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

Hex Intelligence Condition Icon.png Hex: Intelligence

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

Hex Strength Condition Icon.png Hex: Strength

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

Hex Wisdom Condition Icon.png Hex: Wisdom

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

Hideous Laughter Condition Icon.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.

Hold Person Condition Icon.png Hold Person

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

Holy Rebuke Icon.png Holy Rebuke

Effect
  • Affected entity is protected by a vengeful aura.
  • Attackers take 1d4 Radiant damage. when they hit the entity with a melee attack.

Horde Breaker Condition Icon.png Horde Breaker

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

Hunter's Mark Quarry Condition Icon.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

Infernal Legion

Effect
  • You are one, you are legion, without personality or individuality - born only to fight.
  • When within 20m / 67ft of another creature wearing a merregon's mask, Strength increases by 1 and Intelligence, Wisdom, and Charisma decrease by 1 per nearby mask.

Infested

Effect
  • Crawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn.
  • When hit with a melee attack, the infestation spreads to the attacker. Upon death, the infestation spreads to all nearby creatures.
  • Removed by fire or acid.
  • Doesn't harm ettercaps or spiders.

Invisible Condition Icon.png Invisible

Effect

Jump Condition Icon.png Jump

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

Light Condition Icon.png Light

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

Lightning Charges

Effect
  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Damage TypesLightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Damage TypesLightning damage.
  • You lose 1 charge per turn.

See Lightning Charges for more information.

Longstrider Condition Icon.png Longstrider

Effect

Mage Armour Condition Icon.png Mage Armour

Effect

Mirror Image Condition Icon.png Mirror Image

Effect
  • Gain 3 Mirror Images.
  • The spellcaster's Armour Class increases by 3 for each image they have.
  • When the spellcaster successfully evades an attack, an image disappears.

Momentum

Effect
  • Spurred on a sense of urgency. Movement Speed increased by 10ft.
  • Removed when Restrained, Incapacitated, Prone, or slowed down.

Oath Broken Condition Icon.png Oath Broken

Effect

You have broken your sacred Oath and betrayed your beliefs. You can no longer use Channel Oath Charges.

You should go to camp and contemplate what happened and what comes next.

Off Balance Condition Icon.png Off Balance

Effect

Paralysed

Effect

Pinched Condition Icon.png Pinched

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

Produce Flame Condition Icon.png Produce Flame

Effect
  • A flickering flame sheds light around the creature.

Poisoned Condition Icon.png Poisoned

Effect

Poisonous Fumes

Effect

Prepared Condition Icon.png Prepared

Effect
  • Deals an additional 1Damage TypesSlashing damage with melee attacks.

Prone Condition Icon.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.

Protection from Evil and Good Condition Icon.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.

Rage Condition Icon.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.

Rage Bear Heart Condition Icon.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.

Rage Eagle Heart Condition Icon.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.

Rage Elk Heart Condition Icon.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.

Rage Tiger Heart Condition Icon.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.

Rage Wolf Heart Condition Icon.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.

Rallied Condition Icon.png Rallied

Effect

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

Effect

Reckless Attack Condition Icon.png Reckless Attack

Effect


Reduced Condition Icon.png Reduced

Effect

Reeling

Effect
  • Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.

Resistance Condition Icon.png Resistance

Effect

Sacred Weapon Condition Icon.png Sacred Weapon

Effect

Shield of Faith Condition Icon.png Shield of Faith

Effect

Shillelagh Condition Icon.png Shillelagh

Effect

Shocked

Effect

Shocking Grasp Condition Icon.png Shocking Grasp

Effect

File:Silence Aura Condition Icon.png Silenced

Effect
  • Creature can't speak or cast spells with a verbal component, and is immune to Thunder damage.

Sleeping Condition Icon.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.png Speak with Animals

Effect
  • Can comprehend and communicate with beasts.

Spiteful Suffering Condition Icon.png Spiteful Suffering

Effect

Stunned

Effect

Thaumaturgy Condition Icon.png Thaumaturgy

Effect

Threatened Condition Icon.png Threatened

Effect

True Strike Condition Icon.png True Strike

Effect

Turned Condition Icon.png Turned

Effect
  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • 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.
  • The condition ends upon taking damage.

Vicious Mockery Condition Icon.png Vicious Mockery

Effect

Weak Grip

Effect

Wet Condition Icon.png Wet

Effect

Wild Magic Explosive Healing Condition Icon.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.

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

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

Wild Magic Teleport Condition Icon.png Wild Magic: Teleport

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

Witch Bolt Condition Icon.png Witch Bolt

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

Wrath

Effect
  • Adrenaline courses through your veins. You have a +1 bonus to melee damage.
    • (As of Early Access Patch 9, this effect grants +1 to melee damage per remaining turn of Wrath.)