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Conditions: Difference between revisions
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[[File:Dash Condition Tooltip.png|frameless|left]] | [[File:Dash Condition Tooltip.png|frameless|left]] | ||
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! Description | |||
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| [[Movement Speed]] is doubled. | |||
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{{clear}} | |||
=== [[File:Downed Condition Icon.png|frameless|upright=0.15]] Downed === | |||
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[[File:Downed Condition Tooltip alt.png|frameless|left]] | |||
{| class="wikitable" | {| class="wikitable" |
Revision as of 11:22, 2 March 2022
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
Blinded
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Description |
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Ranged attacks and spells have a range of 4.5m / 15ft and Attack Rolls suffer Disadvantage. Attacks Rolls against Blinded creatures have Advantage.
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Bleeding
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Description |
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Take 2 Slashing Damage at the start of each turn and has Disadvantage on Constitution Saving Throws.
Remove by healing. |
Charmed
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Description |
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Can't attack spellcaster. Spellcaster has Advantage on Charisma Checks. |
Dash
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Description |
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Movement Speed is doubled. |
Downed
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Description |
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Movement Speed is doubled. |
Exposing Bite
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Description |
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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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Frenzied
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Description |
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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. |
Goaded
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Description |
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Must attack the goading creature, if possible. |
Light
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Description |
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This object has an aura of light with a radius of 12m / 40ft
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Poisoned
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Description |
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Suffers Disadvantage on Attack Rolls and Ability Checks. |
File:Prone Condition Icon 50px.png Prone
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Description |
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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 / 5ft of the creature. A Prone creature must spend half its Movement Speed to stand up.
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Rage
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Description |
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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. |
Rage: Bear Heart
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Description |
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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. |
Rage: Eagle Heart
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Description |
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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. |
Rage: Elk Heart
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Description |
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Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
Movement Speed increased by 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. |
Rage: Tiger Heart
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Description |
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Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
Jump distance increased by 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. |
Rage: Wolf Heart
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Description |
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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 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. |