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
Bleeding
Charmed
Dash
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.
Light
Description
This object has an aura of light with a radius of 12m / 40ft
Poisoned
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.
Threatened
Description
Your spells of Level 1 and higher heal all creatures in a 3m / 10ft
radius for hit points per Spell Slot level.
Description
The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage .
Description
Can use a Bonus Action to teleport up to 9m / 30ft
.