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
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- Can take an extra Action this turn.
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Effect
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- Hit point maximum increased by
X .
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Effect
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- Has resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Damage of these types is halved.
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Effect
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- Creature takes 2Slashing damage at the start of each turn and has Disadvantage on Constitution Saving Throws.
- Removed by healing.
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Effect
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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.
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Effect
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- Takes
1d4 Fire damage per turn.
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Chest Trauma
Click Heels
Effect
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- Spinning daggers fill the air. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.
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Command: Approach
Command: Drop
Command: Flee
Command: Grovel
Effect
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- This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.
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Effect
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- Instilled with magical madness. Will attack the nearest creature.
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Effect
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- Can see in the dark out to the range of
12m / 40ft .
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Effect
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- Can read the thoughts of certain creatures while talking to them.
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Effect
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- Appearance is entirely changed.
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Divine Sense
Effect
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- 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.
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Effect
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- Takes
1d4 Lightning damage at the start of each turn.
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Effect
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- Dash available as a bonus action.
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Effect
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- Creature is distracted. The next attack against the creature from wihtin
1.5m / 5ft is guaranteed to be a critical hit.
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Effect
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- Rate of falling is slowed, granting immunity to Falling damage.
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Effect
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- Deal only half damage with weapon attacks that use Strength.
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Effect
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- 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.
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Frostbite
Effect
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- When taking Cold damage, takes an additional 1 Cold damage per turn of Frostbite remaining.
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Effect
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- Attacks againts this creature deal an additional 2Piercing damage.
- Removed by healing.
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Effect
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- Must attack the goading creature, if possible.
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Hamstrung
Hastened
Healing Radiance
Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Charisma Checks.
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Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Constitution Checks.
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Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Dexterity Checks.
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Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Intelligence Checks.
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Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Strength Checks.
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Effect
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- Creature suffers additional
1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Wisdom Checks.
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Effect
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- 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.
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Effect
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- Paralysed. At the end of each turn, makes a Wisdom Saving Throw. On a successful save, the Condition is removed.
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Holy Rebuke
Effect
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- Affected entity is protected by a vengeful aura.
- Attackers take 1d4 Radiant damage. when they hit the entity with a melee attack.
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Effect
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- Creature is open to a follow-up attack.
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Effect
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- Suffers an additional
1d6 damage from the spellcaster.
- Spellcaster also gains Advantage on all Perception and Survival Checks.
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Incapacitated
Infernal Legion
Effect
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- 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.
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Effect
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- The creature's jump distance is tripled for 1 minute.
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Effect
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- This object has an aura of light with a radius of
12m / 40ft
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Lightning Charges
Effect
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- Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Lightning damage.
- If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Lightning damage.
- You lose 1 charge per turn.
See Lightning Charges for more information.
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Effect
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- 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.
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Momentum
Effect
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- Spurred on a sense of urgency. Movement Speed increased by 10ft.
- Removed when Restrained, Incapacitated, Prone, or slowed down.
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Paralysed
Effect
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- Take
2 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft .
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Effect
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- A flickering flame sheds light around the creature.
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Poisonous Fumes
Effect
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- Deals an additional 1Slashing damage with melee attacks.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Effect
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- 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.
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Reckless Attack
Reeling
Effect
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- Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
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Sacred Weapon
Shocked
Effect
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- Creatures and objects are immune to Thunder damage.
- Creatures are Deafened.
- Cannot cast spells that require verbal component.
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Effect
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- 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.
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Effect
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- Can comprehend and communicate with beasts.
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Stunned
Effect
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- 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.
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Effect
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- Your spells of Level 1 and higher heal all creatures in a
3m / 10ft radius for 1d4 hit points per Spell Slot level.
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Effect
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- The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage.
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Effect
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- Can use a Bonus Action to teleport up to
9m / 30ft .
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Effect
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- The spellcaster can activate the arc linking it to this creature to automatically deal
1d12 Lightning damage .
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Wrath
Effect
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- 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.)
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