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Conditions

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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

File:Acid Condition Icon 3.png Acid

Effect

File:Action Surge Condition Icon 3.png Action Surge

Effect
  • Can take an extra Action this turn.

File:Aid Condition Icon 3.png Aid

Effect
  • Hit point maximum increased by X.

File:Armor Of Agathys Condition Icon 3.png Armour Of Agathys

Effect

File:Arms Of Hadar Condition Icon 3.png Arms Of Hadar

Effect
  • Can't take reactions.

File:Bane Condition Icon 3.png Bane

Effect

File:Barkskin Condition Icon 3.png Barkskin

Effect

File:Blade Ward Condition Icon 3.png Blade Ward

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

File:Blinded Condition Icon 2.png Blinded

Effect

File:Bleeding Condition Icon 3.png Bleeding

Effect

File:Bless Condition Icon 3.png Bless

Effect

File:Blurred Condition Icon 3.png Blurred

Effect
  • Attackers have Disadvantage on Attack Rolls against this creature, unless they do not rely on sight or can see through illusions.

File:Bufotoxin Condition Icon 2.png Bufotoxin

Effect

File:Burning Condition Icon 3.png Burning

Effect
  • Takes 1d4 Fire damage per turn.

File:Calmed Condition Icon 3.png Calmed

Effect

File:Charmed Condition Icon 3.png Charmed

Effect

File:Chill Touch Condition Icon 3.png Chill Touch

Effect

File:Cloud of Daggers Condition Icon 3.png Cloud of Daggers

Effect
  • ?

File:Colour Spray Condition Icon 3.png Colour Spray

Effect

File:Command Halt Condition Icon 3.png Command: Halt

Effect

File:Crown of Madness Condition Icon 3.png Crown of Madness

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

File:Darkvision Condition Icon 3.png Darkvision

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

File:Dash Condition Icon 3.png Dash

Effect

File:Detect Thoughts Condition Icon 3.png Detect Thoughts

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

File:Difficult Terrain Condition Icon 3.png Difficult Terrain

Effect

File:Disengage Condition Icon 2.png Disengage

Effect

File:Disguise Self Condition Icon 3.png Disguise Self

Effect
  • Appearance is entirely changed.

File:Downed Condition Icon 3.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.

File:Electrocuted Condition Icon 3.png Electrocuted

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

File:Enlarged Condition Icon 3.png Enlarged

Effect

File:Bear's Endurance Condition Icon 3.png Enhance Ability: Bear's Endurance

Effect

File:Bull's Strength Condition Icon 3.png Enhance Ability: Bull's Strength

Effect

File:Cat's Grace Condition Icon 3.png Enhance Ability: Cat's Grace

Effect

File:Eagle's Splendor Condition Icon 3.png Enhance Ability: Eagle's Splendor

Effect

File:Fox's Cunning Condition Icon 3.png Enhance Ability: Fox's Cunning

Effect

File:Owl's Wisdom Condition Icon 3.png Enhance Ability: Owl's Wisdom

Effect

File:Ensnared Condition Icon 3.png Ensnared

Effect

File:Entangled Condition Icon 3.png Entangled

Effect

File:Enwebbed Condition Icon 3.png Enwebbed

Effect

File:Expeditious Retreat Condition Icon 3.png Expeditious Retreat

Effect
  • Dash available as a bonus action.

File:Exposing Bite Condition Icon 3.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.

File:Faerie Fire Condition Icon 3.png Faerie Fire

Effect

File:False Life Condition Icon 3.png False Life

Effect

File:Feather Fall Condition Icon 3.png Feather Fall

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

File:Feeble Condition Icon 3.png Feeble

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

File:Frenzied Condition Icon 3.png Frenzied

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.

File:Friends Condition Icon 3.png Friends

Effect

File:Frightened Condition Icon 3.png Frightened

Effect

File:Goaded Condition Icon 3.png Goaded

Effect
  • Must attack the goading creature, if possible.

File:Guidance Condition Icon 3.png Guidance

Effect

File:Guiding Bolt Condition Icon 3.png Guiding Bolt

Effect

File:Heroism Condition Icon 3.png Heroism

Effect

File:Hex Charisma Condition Icon 3.png Hex: Charisma

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

File:Hex Constitution Condition Icon 3.png Hex: Constitution

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

File:Hex Dexterity Condition Icon 3.png Hex: Dexterity

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

File:Hex Intelligence Condition Icon 3.png Hex: Intelligence

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

File:Hex Strength Condition Icon 3.png Hex: Strength

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

File:Hex Wisdom Condition Icon 3.png Hex: Wisdom

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

File:Hideous Laughter Condition Icon 3.png Hideous Laughter

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.

File:Hold Person Condition Icon 3.png Hold Person

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

File:Horde Breaker Condition Icon 3.png Horde Breaker

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

File:Hunter's Mark Quarry Condition Icon 3.png Hunter's Mark Quarry

Effect
  • Suffers an additional 1d6 damage from the spellcaster.
  • Spellcaster also gains Advantage on all Perception and Survival Checks.

File:Invisible Condition Icon 3.png Invisible

Effect

File:Jump Condition Icon 3.png Jump

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

File:Light Condition Icon 3.png Light

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

File:Longstrider Condition Icon 3.png Longstrider

Effect

File:Mage Armour Condition Icon 3.png Mage Armour

Effect

File:Pinched Condition Icon 3.png Pinched

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

File:Produce Flame Condition Icon 3.png Produce Flame

Effect
  • A flickering flame sheds light around the creature.

File:Poisoned Condition Icon 3.png Poisoned

Effect

File:Prone Condition Icon 3.png Prone

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.

File:Protection from Evil and Good Condition Icon 3.png Protection form Evil and Good

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.

File:Rage Condition Icon 3.png Rage

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.

File:Rage Bear Heart Condition Icon 3.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 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.

File:Rage Eagle Heart Condition Icon 3.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 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.

File:Rage Elk Heart Condition Icon 3.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 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.

File:Rage Tiger Heart Condition Icon 3.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 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.

File:Rage Wolf Heart Condition Icon 3.png Rage: Wolf Heart

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.

File:Rallied Condition Icon 3.png Rallied

Effect

File:Ray Of Frost Condition Icon 3.png Ray of Frost

Effect

Reckless Attack Condition Icon.png Reckless Attack

Effect


File:Reduced Condition Icon 3.png Reduced

Effect

File:Resistance Condition Icon 3.png Resistance

Effect

File:Shield of Faith Condition Icon 3.png Shield of Faith

Effect

File:Shillelagh Condition Icon 3.png Shillelagh

Effect

File:Shocking Grasp Condition Icon 3.png Shocking Grasp

Effect

File:Silence Aura Condition Icon 3.png Silence Aura

Effect
  • Creatures and objects are immune to Thunder damage.
  • Creatures are Deafened.
  • Cannot cast spells that require verbal component.

File:Sleeping Condition Icon 3.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, 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 3.png Speak with Animals

Effect
  • Can comprehend and communicate with beasts.

File:Thaumaturgy Condition Icon 3.png Thaumaturgy

Effect

File:Threatened Condition Icon 3.png Threatened

Effect

File:True Strike Condition Icon 3.png True Strike

Effect

File:Turned Condition Icon 3.png Turned

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.

File:Vicious Mockery Condition Icon 3.png Vicious Mockery

Effect

File:Wet Condition Icon 3.png Wet

Effect

File:Wild Magic Explosive Healing Condition Icon 3.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.

File:Wild Magic Enchant Weapons Condition Icon 3.png Wild Magic: Enchant Weapons

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

File:Wild Magic Teleport Condition Icon 3.png Wild Magic: Teleport

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

File:Witch Bolt Condition Icon 3.png Witch Bolt

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