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Downed (Condition)

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Revision as of 23:50, 20 August 2024 by Bronzebreak (talk | contribs) (→‎Prevention: Added After Death Do Us Part, fixed misaligned rowspans.)
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Downed.png
  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.

Condition Type Icon.pngIncapacitatedUnconscious

Properties

Stack ID Stack ID: DOWNED

Status groups Status groups: SG_UnconsciousSG_Incapacitated

More properties More properties:

Conditions with the same stack ID

Conditions with the stack ID DOWNED, only one of these can be applied at the same time:

Condition Effects

Coerced (Condition) Coerced

  • Forced to fight for Nere and takes 1d6Damage TypesPsychic each turn.

Downed (Condition) Downed

  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.

Sources of Downed

  • If a companion or playable character reaches zero hit points they will be Downed.

Removal

Removing Downed via one of the following methods will cause the character to stand back up, and be able to act during their regular turn in the initiative order, though they may not have access to their full range of Resources for the remainder of the round. [Needs Verification]

Prevention

Instead of being Downed, one can "cheat death" via the effects in the chart below.

  • When the player would normally hit 0 hit points, the "prevention" effect will end, and grant the player healing instead.
    • While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
  • When a character is "revived" this way, they fully restore their Resources (Action(s), Bonus action(s), Reaction(s), and Movement).
    • This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition Source Replacement Effect Condition Duration Limitation
Survival Instinct Survival Instinct Survival Instinct Survival Instinct 3d4hit points Duration: 3 turns Recharge: Short rest
Death Ward Death Ward The Reviving Hands (Aegis Palms) 1hit points Duration: 2 turns Applies to targets Healed.
Death Ward Death Ward Duration: Until Long rest alt= 1 Level 4 Spell Slots.png class=bg3wiki-icon
Relentless Rage Relentless Rage Level 11 Barbarian Passive Duration: Permanent If Enraged Enraged
Recharge: Short rest
Relentless Endurance Relentless Endurance Level 1 Half-Orc Passive 1hit points Duration: Permanent Recharge: Long rest
Lathander's Blessing Lathander's Blessing The Blood of Lathander Passive 2d6hit points
+1d6hit points to allies within 9 m / 30 ft
After Death Do Us Part (passive feature) After Death Do Us Part (passive feature) After Death Do Us Part Passive maxhit points Applies Shadow Possession Shadow Possession[note 1]
Recharge: Long rest


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