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Conditions: Difference between revisions

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* Cannot cast or concentrate on [[Spell|spells]].  
* Cannot cast or concentrate on [[Spell|spells]].  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
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=== [[File:Turned Condition Icon.png|frameless|upright=0.15]] Turned ===
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[[File:Turned Condition Tooltip.png|frameless|left]]
{| class="wikitable"
! Description
|-
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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 <code>9m / 30ft</code> of that creature.
* It also can't take [[File:Reaction Icon.png|frameless|upright=0.1]] Reactions.
* For its [[File:Action Icon.png|frameless|upright=0.1]] [[Character Abilities#Action|Actions]], it can use only the [[Dash]] action or try to escape from an effect that prevents it from moving.
|}
|}
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Revision as of 10:23, 17 March 2022

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

Blinded


Description

Bleeding


Description

Blurred


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

Bufotoxin


Description

Charmed


Description

Dash


Description

Downed


Description
  • 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.

Exposing Bite


Description
  • Creature is distracted. The next attack against the creature from wihtin 1.5m / 5ft is guaranteed to be a critical hit.

Frenzied


Description
  • 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


Description
  • Must attack the goading creature, if possible.

Horde Breaker


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

Light


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

Pinched


Description
  • Take 1d4 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft.

Poisoned


Description

File:Prone Condition Icon 50px.png Prone


Description
  • 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.

Rage


Description
  • 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


Description
  • 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


Description
  • 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


Description
  • 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.

Rage: Tiger Heart


Description
  • 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.

Rage: Wolf Heart


Description
  • 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.

Turned


Description
  • 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.

Threatened


Description

File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing


Description
  • 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 Icon.png Wild Magic: Enchant Weapons


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

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


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