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
Effect
|
- Can take an extra Action this turn.
|
Effect
|
- Hit point maximum increased by
X .
|
Effect
|
- Has resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Damage of these types is halved.
|
Effect
|
- Attackers have Disadvantage on Attack Rolls against this creature, unless they do not rely on sight or can see through illusions.
|
Effect
|
- Takes
1d4 Fire damage per turn.
|
Command: Approach
Command: Drop
Command: Flee
Command: Grovel
Effect
|
- Instilled with magical madness. Will attack the nearest creature.
|
Effect
|
- Can see in the dark out to the range of
12m / 40ft .
|
Effect
|
- Can read the thoughts of certain creatures while talking to them.
|
Effect
|
- Appearance is entirely changed.
|
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.
|
Effect
|
- Takes
1d4 Lightning damage at the start of each turn.
|
Effect
|
- Dash available as a bonus action.
|
Effect
|
- Creature is distracted. The next attack against the creature from wihtin
1.5m / 5ft is guaranteed to be a critical hit.
|
Effect
|
- Rate of falling is slowed, granting immunity to Falling damage.
|
Effect
|
- Deal only half damage with weapon attacks that use Strength.
|
Effect
|
- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Has Resistance to physical damage, and 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.
|
Effect
|
- Must attack the goading creature, if possible.
|
Hastened
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Charisma Checks.
|
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Constitution Checks.
|
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Dexterity Checks.
|
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Intelligence Checks.
|
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Strength Checks.
|
Effect
|
- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Wisdom Checks.
|
Effect
|
- 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
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.
|
Effect
|
- Paralysed. At the end of each turn, makes a Wisdom Saving Throw. On a successful save, the Condition is removed.
|
Effect
|
- Creature is open to a follow-up attack.
|
Effect
|
- Suffers an additional
1d6 damage from the spellcaster.
- Spellcaster also gains Advantage on all Perception and Survival Checks.
|
Incapacitated
Effect
|
- The creature's jump distance is tripled for 1 minute.
|
Effect
|
- This object has an aura of light with a radius of
12m / 40ft
|
Effect
|
- Gain 3 Mirror Images.
- The spellcaster's Armor 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.
|
Effect
|
- Take
2 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft .
|
Effect
|
- A flickering flame sheds light around the creature.
|
Effect
|
- 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
3m / 10ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
|
Effect
|
- The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
- These creatures have Disadvantage on Attack Rolls against the target.
- The target can't be Charmed, Frightened, or Possesed by them.
|
Effect
|
- 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.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
|
Effect
|
- 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.
- Cannot cast or concentrate on spells.
- Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
|
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 on Opportunity Attacks.
- Also has Resistance to physical damage, and 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.
|
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 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.
|
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 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.
|
Effect
|
- Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
- Allies have Advantage on melee Attack Rolls against enemies within
2m / 5ft .
- Also has Resistance to physical damage, and 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.
|
Reckless Attack
Reeling
Effect
|
- Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
|
Sacred Weapon
Effect
|
- Creatures and objects are immune to Thunder damage.
- Creatures are Deafened.
- Cannot cast spells that require verbal component.
|
Effect
|
- A sleeping creature cannot move or act.
- 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
1.5m / 5ft of the creature.
- Removed by taking damage or when Helped.
|
Effect
|
- Can comprehend and communicate with beasts.
|
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.
|
Effect
|
- Your spells of Level 1 and higher heal all creatures in a
3m / 10ft radius for 1d4 hit points per Spell Slot level.
|
Effect
|
- The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage.
|
Effect
|
- Can use a Bonus Action to teleport up to
9m / 30ft .
|
Effect
|
- The spellcaster can activate the arc linking it to this creature to automatically deal
1d12 Lightning damage .
|