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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

Blinded


Description

Bleeding


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.

Light


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

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.

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 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.