Main Page > Character Abilities > Condition
Conditions are resulted by effects of 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.
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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- 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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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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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 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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Effect
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- Must attack the goading creature, if possible.
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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
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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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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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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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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
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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Effect
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- 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.
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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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