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Conditions

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Main Page > Character Abilities > Condition

Conditions are the effects of certain Spells, Class Features, etc. Conditions may positively or negatively affect a creature. 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.png Acid

Effect

Action Surge

Effect
  • Can take an extra Action this turn.

Aid

Effect
  • Hit point maximum increased by X.

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

Effect

Arms of Hadar

Effect
  • Can't take reactions.

Bane

Effect

Barkskin

Effect

Blade Ward

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

Blinded

Effect

Bleeding

Effect
  • Creature takes 2Damage TypesSlashing damage at the start of each turn and has Disadvantage Icon.png Disadvantage on Constitution Saving Throws.
  • Removed by healing.

Bless

Effect

Blurred

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

Bufotoxin

Effect

Burning

Effect
  • Takes 1d4 Fire damage per turn.

Calmed

Effect

Charmed

Effect

Chest Trauma

Effect

Chill Touch

Effect

Click Heels

Effect

Cloud of Daggers

Effect
  • Spinning daggers fill the air. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.

Colour Spray

Effect

Command Approach Icon.png Command: Approach

Effect

Command Drop Icon.png Command: Drop

Effect

Command Flee Icon.png Command: Flee

Effect

Command Grovel Icon.png Command: Grovel

Effect

Command: Halt

Effect

Controlled

Effect
  • This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.

Crippled

Effect

Crown of Madness

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

Darkvision

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

Dash

Effect

Dazed

Effect

Detect Thoughts

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

Difficult Terrain

Effect

Disengage

Effect

Disguise Self

Effect
  • Appearance is entirely changed.

Divine Sense

Effect

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.

Electrocuted

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

Encumbered

Effect

Movement Speed is reduced by a third.

Enlarged

Effect

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

Effect

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

Effect

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

Effect

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

Effect

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

Effect

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

Effect

Ensnared

Effect

Entangled

Effect

Enwebbed

Effect

Expeditious Retreat

Effect
  • Dash available as a bonus action.

Exposing Bite

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

Faerie Fire

Effect

False Life

Effect

Feather Fall

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

Feeble

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

Frenzied

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Has Resistance to physical damage, and Advantage Icon.png 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.

Friends

Effect

Frightened

Effect

Frostbite

Effect
  • When taking Cold damage, takes an additional 1 Cold damage per turn of Frostbite remaining.

Gaping Wounds

Effect
  • Attacks againts this creature deal an additional 2Damage TypesPiercing damage.
  • Removed by healing.

Goaded

Effect
  • Must attack the goading creature, if possible.

Guidance

Effect

Guiding Bolt

Effect

Hamstrung

Effect

Hastened

Effect

Healing Radiance

Effect

Heavily Encumbered

Effect

Movement Speed is reduced by two-thirds.

Heroism

Effect

Hex: Charisma

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

Hex: Constitution

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

Hex: Dexterity

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

Hex: Intelligence

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

Hex: Strength

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

Hex: Wisdom

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

Hideous Laughter

Effect
  • Can't move or act, and has Disadvantage Icon.png Disadvantage on Strength and Dexterity Saving Throws.
  • Attacks against a Prone creature have Advantage Icon.png 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.

Hold Person

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

Holy Rebuke

Effect
  • Affected entity is protected by a vengeful aura.
  • Attackers take 1d4 Radiant damage. when they hit the entity with a melee attack.

Horde Breaker

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

Hunter's Mark Quarry

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

Incapacitated

Effect

Infernal Legion

Effect
  • You are one, you are legion, without personality or individuality - born only to fight.
  • When within 20m / 67ft of another creature wearing a merregon's mask, Strength increases by 1 and Intelligence, Wisdom, and Charisma decrease by 1 per nearby mask.

Infested

Effect
  • Crawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn.
  • When hit with a melee attack, the infestation spreads to the attacker. Upon death, the infestation spreads to all nearby creatures.
  • Removed by fire or acid.
  • Doesn't harm ettercaps or spiders.

Invisible

Effect

Jump

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

Light

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

Lightning Charges

Effect
  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Damage TypesLightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Damage TypesLightning damage.
  • You lose 1 charge per turn.

See Lightning Charges for more information.

Longstrider

Effect

Mage Armour

Effect

Mirror Image Condition Icon.png Mirror Image

Effect
  • Gain 3 Mirror Images.
  • The spellcaster's Armour Class increases by 3 for each image they have.
  • When the spellcaster successfully evades an attack, an image disappears.

Momentum

Effect
  • Spurred on a sense of urgency. Movement Speed increased by 10ft.
  • Removed when Restrained, Incapacitated, Prone, or slowed down.

Oath Broken

Effect

You have broken your sacred Oath and betrayed your beliefs. You can no longer use Channel Oath Charges.

You should go to camp and contemplate what happened and what comes next.

Off Balance

Effect

Paralysed

Effect

Pinched

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

Produce Flame

Effect
  • A flickering flame sheds light around the creature.

Poisoned

Effect

Poisonous Fumes

Effect

Prepared

Effect
  • Deals an additional 1Damage TypesSlashing damage with melee attacks.

Prone

Effect
  • Can't move or act, and has Disadvantage Icon.png Disadvantage on Strength and Dexterity Saving Throws.
  • Attacks against a Prone creature have Advantage Icon.png Advantage if they're made within 3m / 10ft of the creature.
  • A Prone creature must spend half its Movement Speed to stand up.

Protection form Evil and Good

Effect
  • The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
  • These creatures have Disadvantage Icon.png Disadvantage on Attack Rolls against the target.
  • The target can't be Charmed, Frightened, or Possesed by them.

Rage

Effect
  • Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
  • Has Resistance to physical damage, and Advantage Icon.png 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

Effect
  • Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
  • Has Resistance to all damage except psychic damage, and Advantage Icon.png 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

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 Icon.png Disadvantage on Opportunity Attacks.
  • Also has Resistance to physical damage, and Advantage Icon.png 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

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 Icon.png 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

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 Icon.png 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

Effect
  • Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
  • Allies have Advantage Icon.png Advantage on melee Attack Rolls against enemies within 2m / 5ft.
  • Also has Resistance to physical damage, and Advantage Icon.png 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.

Rallied

Effect

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

Effect

Reckless Attack

Effect


Reduced

Effect

Reeling

Effect
  • Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.

Resistance

Effect

Sacred Weapon Condition Icon.png Sacred Weapon

Effect

Shield of Faith

Effect

Shillelagh

Effect

Shocked

Effect

Shocking Grasp

Effect

File:Silence Aura Condition Icon.png Silenced

Effect
  • Creature can't speak or cast spells with a verbal component, and is immune to Thunder damage.

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 Icon.png 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.png Speak with Animals

Effect
  • Can comprehend and communicate with beasts.

File:Spiteful Suffering Condition.png Spiteful Suffering

Effect

Stunned

Effect

Thaumaturgy

Effect

Threatened

Effect

True Strike

Effect

Turned

Effect
  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • 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.
  • The condition ends upon taking damage.

Vicious Mockery

Effect

Weak Grip

Effect

Wet

Effect

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.

Wild Magic: Enchant Weapons

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

Wild Magic: Teleport

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

Witch Bolt

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

Wrath

Effect
  • Adrenaline courses through your veins. You have a +1 bonus to melee damage.
    • (As of Early Access Patch 9, this effect grants +1 to melee damage per remaining turn of Wrath.)