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'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can also be removed with the right spell or potion.  
[[Main Page]] > [[Character Abilities]] > [[Condition]]
----
'''Conditions''' are resulted by effects of [[Spell|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.


== Stack ID ==
== List Of Conditions ==
All conditions have a stack ID that are not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the stack ID {{code|HASTE}}. What happens when applying the same condition again or a applying a condition with the same stack ID, is decided by the [[stack type]] and/or [[stack priority]] of the condition you are applying.


== Stack type ==
=== [[File:Blinded Condition Icon.png|frameless|upright=0.15]] Blinded ===
Stack type determines what happens when applying a condition, when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration.  
----
[[File:Blinded Condition Tooltip.png|frameless|left]]
{| class="wikitable"
! Description
|-
|
* Ranged attacks and spells have a range of <code>4.5m / 15ft</code> and [[Attack Rolls]] suffer [[Disadvantage]].
* Attacks Rolls against Blinded creatures have [[Advantage]].
|}
{{clear}}


There are four different stack types:
=== [[File:Bleeding Condition Icon.png|frameless|upright=0.15]] Bleeding ===
; Stack
----
: The new condition is applied separately, allowing multiple instances of the same condition.
[[File:Bleeding Condition Tooltip.png|frameless|left]]
; Ignore
: The new condition is not applied, and the present stays as it is keeping its current duration. Often used by equipment variation of conditions, e.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
{| class="wikitable"
; Overwrite
! Description
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
|-
; Additive
|
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaining.
* Take <span style="color:darkgray">2</span> [[Damage Types|<span style="color:darkgray">Slashing Damage</span>]]</code> at the start of each turn and has [[Disadvantage]] on Constitution [[Saving Throws]].
* Remove by healing.
|}
{{clear}}


== Duration ==
=== [[File:Charmed Condition Icon.png|frameless|upright=0.15]] Charmed ===
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions that are active based on something else, like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. There are also conditions that don't lose duration over time. This may be conditions that lose duration as a result of something else, like {{cond|Arcane Ward}} which loses duration when you are hit. Conditions also don't lose duration if you are in dialogue or a cutscene. However, this only counts for character that are part of the dialogue/cutscene and not just listening in.
----
[[File:Charmed Condition Tooltip.png|frameless|left]]
{| class="wikitable"
! Description
|-
|
* Can't attack spellcaster.
* Spellcaster has [[Advantage]] on Charisma [[Checks]].
|}
{{clear}}


[[Tick type]] is a mechanic that determines when a condition loses its duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
=== [[File:Dash Condition Icon.png|frameless|upright=0.15]] Dash ===
----
[[File:Dash Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|
* [[Movement Speed]] is doubled.
|}
{{clear}}


=== Tick type ===
=== [[File:Downed Condition Icon.png|frameless|upright=0.15]] Downed ===
Tick type determines when a condition loses its duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game.  
----
[[File:Downed Condition Tooltip alt.png|frameless|left]]


The different tick types are:
{| class="wikitable"
; StartTurn
! Description
: The condition loses its duration at the start of the creature's turn.
|-
; EndTurn
|
: The condition loses its duration at the end of the creature's turn. An example of this is [[Blade Ward (Condition)|Blade Ward]]. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends its turn, for example using {{SAI|Action Surge}}.
* You are Unconscious and must make Death Saving Throws.
; StartRound
* On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die.
: The condition loses its duration at the start of the ''round''. The start of the round happens before the first creature in the initiative order starts its turn.
* If you regain any [[Hit Points]], lose Downed. Or an ally Helps you, regain 1 Hit Point.
; EndRound
|}
: The condition loses its duration at the end of the ''round''. The end of the round happens after the last creature in the initiative order ends its turn.
{{clear}}


== Status properties ==
=== [[File:Exposing Bite Condition Icon.png|frameless|upright=0.15]] Exposing Bite ===
Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.
----
[[File:Exposing Bite Condition Tooltip.png|frameless|left]]


Here is a list of all Status properties:
{| class="wikitable"
{| class="wikitable"
! Name !! Description
! Description
|-
|-
| {{SP|None}} ||  
|
* Creature is distracted. The next attack against the creature from wihtin <code>1.5m / 5ft</code> is guaranteed to be a critical hit.
|}
{{clear}}
 
=== [[File:Frenzied Condition Icon.png|frameless|upright=0.15]] Frenzied ===
----
[[File:Frenzied Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|Performing}} ||  
|
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Has Resistance to [[Damage Types|physical damage]], and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].
* Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
|}
{{clear}}
 
=== [[File:Goaded Condition Icon.png|frameless|upright=0.15]] Goaded ===
----
[[File:Goaded Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|InitiateCombat}} ||
|
* Must attack the goading creature, if possible.
|}
{{clear}}
 
=== [[File:Light Condition Icon.png|frameless|upright=0.15]] Light ===
----
[[File:Light Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|BringIntoCombat}} ||  
|
* This object has an aura of light with a radius of <code>12m / 40ft</code>
|}
{{clear}}
 
=== [[File:Poisoned Condition Icon.png|frameless|upright=0.15]] Poisoned ===
----
[[File:Poisoned Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed.
|
* Suffers [[Disadvantage]] on [[Attack Rolls]] and [[Checks|Ability Checks]].
|}
{{clear}}
 
=== [[File:Prone Condition Icon 50px.png|frameless|upright=0.12]] Prone ===
----
[[File:Prone Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|IsChanneled}} ||
|
* 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 <code>3m / 5ft</code> of the creature.
* A Prone creature must spend half its [[Movement Speed]] to stand up.
|}
{{clear}}
 
=== [[File:Rage Condition Icon.png|frameless|upright=0.15]] Rage ===
----
[[File:Rage Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|IsInvulnerable}} || Creatures this condition is applied to can not take damage.
|
* 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 [[Spell|spells]].
* Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
|}
{{clear}}
 
=== [[File:Rage Bear Heart Condition Icon.png|frameless|upright=0.15]] Rage: Bear Heart ===
----
[[File:Rage Bear Heart Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|ExcludeFromPortraitRendering}} ||  
|
* 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 [[Spell|spells]].
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
|}
{{clear}}
 
=== [[File:Rage Eagle Heart Condition Icon.png|frameless|upright=0.15]] Rage: Eagle Heart ===
----
[[File:Rage Eagle Heart Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
| {{SP|LoseControl}} ||
|
|-
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
| {{SP|ForceNeutralInteractions}} ||
* 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]].
| {{SP|PeaceOnly}} || Can only be used outside combat.
* 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.
| {{SP|AllowLeaveCombat}} ||
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
| {{SP|IgnoredByImmobilized}} ||
|-
| {{SP|Blind}} ||
|-
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
|-
| {{SP|TickingWithSource}} ||
|-
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
|-
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
|-
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
|-
| {{SP|ExecuteFunctorsOnOwner}} ||
|-
| {{SP|IsInvulnerableVisible}} ||
|-
| {{SP|ApplyToDead}} ||
|-
| {{SP|GiveExp}} ||
|-
| {{SP|Burning}} ||
|-
| {{SP|NonExtendable}} ||
|-
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
|-
| {{SP|UnavailableInActiveRoll}} ||
|-
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
|-
| {{SP|UnsheathInstrument}} ||
|-
| {{SP|IndicateDarkness}} ||
|-
| {{SP|LoseControlFriendly}} ||
|-
| {{SP|DisableCapabilitiesMessage}} ||
|-
| {{SP|AllowLeaveDisallowJoinCombat}} ||
|}
|}
{{clear}}


== Condition types ==
=== [[File:Rage Elk Heart Condition Icon.png|frameless|upright=0.15]] Rage: Elk Heart ===
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.
----
 
[[File:Rage Elk Heart Condition Tooltip.png|frameless|left]]
Here are some ways to remove or prevent certain conditions. For a full list of cures and preventions for each condition type, see their articles.


{| class="wikitable"
{| class="wikitable"
! Type !! Representative<ref name="representative"/> !! Removal !! Prevention
! Description
|-
|-
| {{Condition Type|blinded}} || {{Cond|Blinded}}
|
||
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
:{{SAI|Heal}}
* [[Movement Speed]] increased by <code>4.5m / 15ft</code>.
:{{SmItemIcon|Remedial Potion}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:[[Blinded (Condition Type)#Removal|(more)]]
* 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.
:{{RarityItem|Shar's Spear of Evening}}
|}
:{{RarityItem|Steelwatcher Helmet}}
{{clear}}
:[[Blinded (Condition Type)#Prevention|(more)]]
 
|-
=== [[File:Rage Tiger Heart Condition Icon.png|frameless|upright=0.15]] Rage: Tiger Heart ===
| {{Condition Type|charmed}} || {{Cond|Charmed}}
----
||
[[File:Rage Tiger Heart Condition Tooltip.png|frameless|left]]
:{{SAI|Dispel Evil And Good: Break Enchantment}}
:{{SAI|Stillness of Mind}}
:[[Charmed (Condition Type)#Removal|(more)]]
||
:{{SAI|Fey Ancestry}} <ref name="adv" />
:{{SAI|Beguiling Defences}}
:{{SAI|Calm Emotions}}
:[[Charmed (Condition Type)#Prevention|(more)]]
|-
| {{Condition Type|cursed}} || ''(none)''
||
:{{SAI|Remove Curse}}
:{{SAI|Greater Restoration}}
:[[Cursed (Condition Type)#Removal|(more)]]  
||
:[[Cursed (Condition Type)#Prevention|(more)]]  


{| class="wikitable"
! Description
|-
|-
| {{Condition Type|diseased}} || ''(none)''
|
||
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
:{{SAI|Lesser Restoration}}
* Jump distance increased by <code>4.5m / 15ft</code>.
:{{SAI|Lay on Hands}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Heal}}
* Cannot cast or concentrate on [[Spell|spells]].
:[[Diseased (Condition Type)#Removal|(more)]]  
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
||
|}
:{{SAI|Divine Health}}
{{clear}}
:{{SAI|Purity of Body}}
:[[Diseased (Condition Type)#Prevention|(more)]]


|-
=== [[File:Rage Wolf Heart Condition Icon.png|frameless|upright=0.15]] Rage: Wolf Heart ===
| {{Condition Type|frightened}} || {{Cond|Frightened}}
----
||
[[File:Rage Wolf Heart Condition Tooltip.png|frameless|left]]
:{{SAI|Dispel Evil and Good}}
:{{SAI|Stillness of Mind}}
:[[Frightened (Condition Type)#Removal|(more)]]
||
:{{SAI|Aura of Courage}}
:{{SAI|Calm Emotions}}
:{{SAI|Heroism}}
:{{SAI|Nature's Ward}} <ref name="elemental-fey" />
:[[Frightened (Condition Type)#Prevention|(more)]]


{| class="wikitable"
! Description
|-
|-
| {{Condition Type|incapacitated}} || {{Cond|Incapacitated}}
||
:[[Incapacitated (Condition Type)#Removal|(more)]]
||
:[[Incapacitated (Condition Type)#Prevention|(more)]] 
|-
|{{Condition Type|Maimed}}
|{{Cond|Maimed}}
|
|
:{{SAI|Lesser Restoration}}
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
:{{SAI|Lay on Hands}}
* Allies have [[Advantage]] on melee [[Attack Rolls]] against enemies within <code>2m / 5ft</code>.
:{{SAI|Heal}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:[[Diseased (Condition Type)#Removal|(more)]]
* 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.
| {{Condition Type|poisoned}} || {{Cond|Poisoned}}
|}
||
{{clear}}
:{{MdItemIcon|Antidote}}
 
:{{SAI|Lesser Restoration}}
=== [[File:Wild Magic Blur Icon.png|frameless|upright=0.13]] Wild Magic: Blur ===
:{{SAI|Lay on Hands}}
----
:[[Poisoned (Condition Type)#Removal|(more)]]  
[[File:Blurred Condition Tooltip.png|frameless|left]]
||
:{{SAI|Protection from Poison}}<ref name="adv"/>
:{{SmItemIcon|Elixir of Poison Resistance}}
:{{SAI|Purity of Body}}
:[[Poisoned (Condition Type)#Prevention|(more)]]  


{| class="wikitable"
! Description
|-
|-
| {{Condition Type|polymorphed}} || {{Cond|Polymorphed}}
|
||
* Attackers have [[Disadvantage]] on [[Attack Rolls]] against this creature, unless they do not rely on sight or can see through illusions.
:Losing all your {{hp}}{{verify}}
|}
:[[Polymorphed (Condition Type)#Removal|(more)]]  
{{clear}}
||
:{{SAI|Immutable Form}}
:[[Polymorphed (Condition Type)#Prevention|(more)]]
|-


| {{Condition Type|prone}} || {{Cond|Prone}}
=== [[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.13]] Wild Magic: Explosive Healing ===
||
----
:{{SAI|Help}}
[[File:Wild Magic Explosive Healing Condition Tooltip.png|frameless|left]]
:[[Prone (Condition Type)#Removal|(more)]]  
||
:[[Prone (Condition Type)#Prevention|(more)]]  


{| class="wikitable"
! Description
|-
|-
| {{Condition Type|unconscious}} || ''(none)''
|
||
* Your spells of Level 1 and higher heal all creatures in a <code>3m / 10ft</code> radius for <span style="color:mediumturquoise">hit points</span> per [[Spell#Spell Slots|Spell Slot]] level.
:[[Unconscious (Condition Type)#Removal|(more)]]  
|}
||
{{clear}}
:[[Unconscious (Condition Type)#Prevention|(more)]]


=== [[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.13]] Wild Magic: Enchant Weapons ===
----
[[File:Wild Magic Enchant Weapons Condition Tooltip.png|frameless|left]]


{| class="wikitable"
! Description
|-
|
* The next attack with this weapon is a Critical Hit and deals an additional  <span style="color:crimson">1d4 Force damage</span>.
|}
|}
<references>
{{clear}}
<ref name="adv">Gives {{Advantage}} on {{Saving Throw}}s</ref>
<ref name="elemental-fey">Elemental and fey only.</ref>
<ref name="representative">Many Condition Types have a specific condition that serves as the most basic form.</ref>
</references>


== List of Conditions ==
=== [[File:Wild Magic Teleport Icon.png|frameless|upright=0.13]] Wild Magic: Teleport ===
Below is a few examples of conditions that can be applied to player characters and NPCs. Click the "more" button for a paginated listing of all conditions registered in the wiki's database.
----
[[File:Wild Magic Teleport Condition Tooltip.png|frameless|left]]


{{ConditionsTableHeader}}
{| class="wikitable"
{{#cargo_query: tables = conditions
! Description
| fields = _pageName = page, name, icon, effects
|-
| limit = 10
|
| order by = name
* Can use a Bonus Action to teleport up to <code>9m / 30ft</code>.
| default = {{ConditionsTableEmpty}}
|}
| format = template
{{clear}}
| template = ConditionsTableRow
| named args = yes
}}
{{ConditionsTableFooter}}
 
[[Category:Gameplay mechanics]]
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