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[[Main Page]] > [[Character Abilities]] > [[Condition]]
'''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.  
----
'''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.


== List Of Conditions ==
== Stack ID ==
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.


=== [[File:Action Surge Condition Icon.png|frameless|upright=0.15]] Action Surge ===
== Stack type ==
----
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.
 
There are four different stack types:
; Stack
: The new condition is applied separately, allowing multiple instances of the same condition.
; 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.
; Overwrite
: 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.
 
== Duration ==
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.
 
[[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.
 
=== Tick type ===
Tick type determines when a condition reduces its remaining duration and applies its effects. Most of the time it is either at the start or end of the affected creature's turn. Tick type is not displayed in-game, but it can be particularly important for short duration effects.
 
{{See also|Status properties/TickingWithSource}}
 
The different tick types are:
; StartTurn
: The condition loses its duration at the start of the creature's turn which is the default behaviour. Conditions with this tick type will effectively last one turn less than its stated duration. For example, a 1 turn duration {{Cond|Frozen}} effect (from {{Cond|Chilled}}) will end immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn {{Cond|Frozen}} effect (from {{Cond|Encrusted with Frost}}) will effectively only last for 1 turn for the same reason.
; EndTurn
: The condition loses its duration at the end of the creature's turn. An example of this is {{Cond|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}}.
; StartRound
: 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.
; 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.
 
== Status properties ==
Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.
 
Here is a list of all Status properties:
{| class="wikitable"
{| class="wikitable"
! Effect
! Name !! Description
|-
| {{SP|None}} ||
|-
| {{SP|Performing}} ||
|-
| {{SP|InitiateCombat}} ||
|-
| {{SP|BringIntoCombat}} || Upon applying a condition flagged with this tag: the party is forced into combat.
|-
| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed.
|-
| {{SP|IsChanneled}} ||
|-
| {{SP|IsInvulnerable}} || Creatures this condition is applied to can not take damage.
|-
|-
|
| {{SP|ExcludeFromPortraitRendering}} ||  
* Can take an extra [[Character Abilities#Action|Action]] this turn.
|-
|}
| {{SP|LoseControl}} ||Disallows the player to control the character, skipping these characters user interface
{{clear}}
|-
 
| {{SP|ForceNeutralInteractions}} ||
=== [[File:Blade Ward Condition Icon.png|frameless|upright=0.15]] Blade Ward ===
|-
----
| {{SP|PeaceOnly}} || Can only be used outside combat.
{| class="wikitable"
|-
! Effect
| {{SP|AllowLeaveCombat}} || No forced turn-based combat: meaning enemies are still hostile but not actively attacking the party
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
| {{SP|IgnoredByImmobilized}} ||
|-
|-
|
| {{SP|Blind}} ||  
* Has resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Damage of these types is halved.
|}
{{clear}}
 
=== [[File:Blinded Condition Icon.png|frameless|upright=0.15]] Blinded ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
* 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}}
 
=== [[File:Bleeding Condition Icon.png|frameless|upright=0.15]] Bleeding ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|TickingWithSource}} || Duration ticks down on the turn of the condition's source.
* 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}}
 
=== [[File:Bless Condition Icon.png|frameless|upright=0.15]] Bless ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
* Has a 1d4 bonus to [[Attack Rolls]] and [[Saving Throws]].
|}
{{clear}}
 
=== [[File:Blurred Condition Icon.png|frameless|upright=0.15]] Blurred ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
* Attackers have [[Disadvantage]] on [[Attack Rolls]] against this creature, unless they do not rely on sight or can see through illusions.
|}
{{clear}}
 
=== [[File:Bufotoxin Icon 64px.png|frameless|upright=0.12]] Bufotoxin ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
* Has [[Disadvantage]] on Dexterity [[Saving Throws]].
|}
{{clear}}
 
=== [[File:Charmed Condition Icon.png|frameless|upright=0.15]] Charmed ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|ExecuteFunctorsOnOwner}} ||  
* Can't attack spellcaster.
* Spellcaster has [[Advantage]] on Charisma [[Checks]].
|}
{{clear}}
 
=== [[File:Chill Touch Condition Icon.png|frameless|upright=0.15]] Chill Touch ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|IsInvulnerableVisible}} ||  
* Can not regain [[Hit Points]].
* If Undead, has [[Disadvantage]] on [[Attack Rolls]].
|}
{{clear}}
 
=== [[File:Dash Condition Icon.png|frameless|upright=0.15]] Dash ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|ApplyToDead}} || This condition '''persists''' even if the object/creatures dies in death and after resurrection.
* [[Movement Speed]] is doubled.
|}
{{clear}}
 
=== [[File:Downed Condition Icon.png|frameless|upright=0.15]] Downed ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|GiveExp}} || Flag used to give the party expierence points upon: resolving a (potential) combat situation
* 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.
|}
{{clear}}
 
=== [[File:Exposing Bite Condition Icon.png|frameless|upright=0.15]] Exposing Bite ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|Burning}} ||  
* 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:Faerie Fire Condition Icon.png|frameless|upright=0.15]] Faerie Fire ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|NonExtendable}} ||  
* Shedding dim light. Incoming attacks have [[Advantage]]. Cannot be Invisible.
|}
{{clear}}
 
=== [[File:Frenzied Condition Icon.png|frameless|upright=0.15]] Frenzied ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
* 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:Friends Condition Icon.png|frameless|upright=0.15]] Friends ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|UnavailableInActiveRoll}} ||  
* Has [[Advantage]] on Charisma [[Checks]] directed at the target creature.
|}
{{clear}}
 
=== [[File:Frightened Condition Icon.png|frameless|upright=0.13a]] Frightened ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
* A Frightened creature has [[Disadvantage]] on [[Checks|Ability Checks]] and [[Attack Rolls]].
|}
{{clear}}
 
=== [[File:Guidance Condition Icon.png|frameless|upright=0.15]] Guidance ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|UnsheathInstrument}} ||  
* Has a 1d4 bonus to [[Checks|Ability Checks]].
|}
{{clear}}
 
=== [[File:Goaded Condition Icon.png|frameless|upright=0.15]] Goaded ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|IndicateDarkness}} ||  
* Must attack the goading creature, if possible.
|}
{{clear}}
 
=== [[File:Horde Breaker Condition Icon.png|frameless|upright=0.15]] Horde Breaker ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|LoseControlFriendly}} ||  
* Creature is open to a follow-up attack.
|}
{{clear}}
 
=== [[File:Light Condition Icon.png|frameless|upright=0.15]] Light ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|DisableCapabilitiesMessage}} ||  
* This object has an aura of light with a radius of <code>12m / 40ft</code>
|}
{{clear}}
 
=== [[File:Pinched Condition Icon.png|frameless|upright=0.15]] Pinched ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{SP|AllowLeaveDisallowJoinCombat}} ||
* Take 1d4 Piercing damage at the beginning of each turn and [[Movement Speed]] is reduced by <code>3m / 10ft</code>.
|}
|}
{{clear}}


=== [[File:Produce Flame Condition Icon.png|frameless|upright=0.15]] Produce Flame ===
== Condition types ==
----
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.
{| class="wikitable"
! Effect
|-
|
* A flickering flame sheds light around the creature.
|}
{{clear}}


=== [[File:Poisoned Condition Icon.png|frameless|upright=0.15]] Poisoned ===
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"
! Effect
|-
|
* Suffers [[Disadvantage]] on [[Attack Rolls]] and [[Checks|Ability Checks]].
|}
{{clear}}


=== [[File:Prone Condition Icon 50px.png|frameless|upright=0.12]] Prone ===
----
{| class="wikitable"
{| class="wikitable"
! Effect
! Type !! Representative<ref name="representative"/> !! Removal !! Prevention
|-
|-
|
| {{Condition Type|blinded}} || {{Cond|Blinded}}
* 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.
:{{SAI|Heal}}
* A Prone creature must spend half its [[Movement Speed]] to stand up.
:{{SmItemIcon|Remedial Potion}}
|}
:[[Blinded (Condition Type)#Removal|(more)]]
{{clear}}
||
 
:{{RarityItem|Shar's Spear of Evening}}
=== [[File:Rage Condition Icon.png|frameless|upright=0.15]] Rage ===
:{{RarityItem|Steelwatcher Helmet}}
----
:[[Blinded (Condition Type)#Prevention|(more)]]
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|charmed}} || {{Cond|Charmed}}
* 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]].
:{{SAI|Dispel Evil And Good: Break Enchantment}}
* Cannot cast or concentrate on [[Spell|spells]].
:{{SAI|Stillness of Mind}}
* Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
:[[Charmed (Condition Type)#Removal|(more)]]
|}
||
{{clear}}
:{{SAI|Fey Ancestry}} <ref name="adv" />
 
:{{SAI|Beguiling Defences}}
=== [[File:Rage Bear Heart Condition Icon.png|frameless|upright=0.15]] Rage: Bear Heart ===
:{{SAI|Calm Emotions}}
----
:[[Charmed (Condition Type)#Prevention|(more)]]
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|cursed}} || ''(none)''
* 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]].
:{{SAI|Remove Curse}}
* Cannot cast or concentrate on [[Spell|spells]].
:{{SAI|Greater Restoration}}
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
:[[Cursed (Condition Type)#Removal|(more)]]  
|}
||
{{clear}}
:[[Cursed (Condition Type)#Prevention|(more)]]  


=== [[File:Rage Eagle Heart Condition Icon.png|frameless|upright=0.15]] Rage: Eagle Heart ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|diseased}} || ''(none)''
* 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]].
:{{SAI|Lesser Restoration}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Lay on Hands}}
* Cannot cast or concentrate on [[Spell|spells]].
:{{SAI|Heal}}
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
:[[Diseased (Condition Type)#Removal|(more)]]  
|}
||
{{clear}}
:{{SAI|Divine Health}}
:{{SAI|Purity of Body}}
:[[Diseased (Condition Type)#Prevention|(more)]]


=== [[File:Rage Elk Heart Condition Icon.png|frameless|upright=0.15]] Rage: Elk Heart ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|frightened}} || {{Cond|Frightened}}
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
||
* [[Movement Speed]] increased by <code>4.5m / 15ft</code>.
:{{SAI|Dispel Evil and Good}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Stillness of Mind}}
* Cannot cast or concentrate on [[Spell|spells]].
:[[Frightened (Condition Type)#Removal|(more)]]
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
||
|}
:{{SAI|Aura of Courage}}
{{clear}}
:{{SAI|Calm Emotions}}
:{{SAI|Heroism}}
:{{SAI|Nature's Ward}} <ref name="elemental-fey" />
:[[Frightened (Condition Type)#Prevention|(more)]] 


=== [[File:Rage Tiger Heart Condition Icon.png|frameless|upright=0.15]] Rage: Tiger Heart ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|incapacitated}} || {{Cond|Incapacitated}}
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
||
* Jump distance increased by <code>4.5m / 15ft</code>.
:[[Incapacitated (Condition Type)#Removal|(more)]]  
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
||
* Cannot cast or concentrate on [[Spell|spells]].
:[[Incapacitated (Condition Type)#Prevention|(more)]] 
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
|}
{{clear}}
 
=== [[File:Rage Wolf Heart Condition Icon.png|frameless|upright=0.15]] Rage: Wolf Heart ===
----
{| class="wikitable"
! Effect
|-
|-
|{{Condition Type|Maimed}}
|{{Cond|Maimed}}
|
|
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
:{{SAI|Lesser Restoration}}
* Allies have [[Advantage]] on melee [[Attack Rolls]] against enemies within <code>2m / 5ft</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.
|}
{{clear}}
 
=== [[File:Rallied Condition Icon.png|frameless|upright=0.15]] Rallied ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|poisoned}} || {{Cond|Poisoned}}
* Maximum [[Hit Points]] increased by 8.
||
|}
:{{MdItemIcon|Antidote}}
{{clear}}
:{{SAI|Lesser Restoration}}
:{{SAI|Lay on Hands}}
:[[Poisoned (Condition Type)#Removal|(more)]]  
||
:{{SAI|Protection from Poison}}<ref name="adv"/>
:{{SmItemIcon|Elixir of Poison Resistance}}
:{{SAI|Purity of Body}}
:[[Poisoned (Condition Type)#Prevention|(more)]]


=== [[File:Reckless Attack Icon 64px.png|frameless|upright=0.1]] Reckless Attack ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|polymorphed}} || {{Cond|Polymorphed}}
* You have [[Advantage]] on [[Attack Rolls]], but enemies also have Advantage on Attack Rolls against you.
||
|}
:Losing all your {{hp}}{{verify}}
{{clear}}
:[[Polymorphed (Condition Type)#Removal|(more)]]  
 
||
=== [[File:Resistance Condition Icon.png|frameless|upright=0.15]] Resistance ===
:{{SAI|Immutable Form}}
----
:[[Polymorphed (Condition Type)#Prevention|(more)]]  
{| class="wikitable"
! Effect
|-
|-
|
* Has a 1d4 bonus to [[Saving Throws]].
|}
{{clear}}


=== [[File:Speak With Animals Condition Icon.png|frameless|upright=0.15]] Speak with Animals===
| {{Condition Type|prone}} || {{Cond|Prone}}
----
||
{| class="wikitable"
:{{SAI|Help}}
! Effect
:[[Prone (Condition Type)#Removal|(more)]]
|-
||
|
:[[Prone (Condition Type)#Prevention|(more)]]
* Can comprehend and communicate with beasts.
|}
{{clear}}


=== [[File:Thaumaturgy Condition Icon.png|frameless|upright=0.15]] Thaumaturgy ===
----
{| class="wikitable"
! Effect
|-
|-
|
| {{Condition Type|unconscious}} || ''(none)''
* Has [[Advantage]] on Intimidation and Performance [[Checks]].
||
|}
:[[Unconscious (Condition Type)#Removal|(more)]]  
{{clear}}
||
:[[Unconscious (Condition Type)#Prevention|(more)]]  


=== [[File:Threatened Condition Icon.png|frameless|upright=0.12]] Threatened ===
----
{| class="wikitable"
! Effect
|-
|
* An enemy is close. Has [[Disadvantage]] on ranged [[Attack Rolls]].
|}
{{clear}}


=== [[File:Turned Condition Icon.png|frameless|upright=0.15]] Turned ===
----
{| class="wikitable"
! Effect
|-
|
* 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 reactions.
* For its [[Character Abilities#Action|Actions]], it can use only the [[Dash]] action or try to escape from an effect that prevents it from moving.
|}
|}
{{clear}}
<references>
<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>


=== [[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.13]] Wild Magic: Explosive Healing ===
== List of Conditions ==
----
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.
{| class="wikitable"
! Effect
|-
|
* Your spells of Level 1 and higher heal all creatures in a <code>3m / 10ft</code> radius for <span style="color:mediumturquoise">1d4 hit points</span> per [[Spell#Spell Slots|Spell Slot]] level.
|}
{{clear}}


=== [[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.13]] Wild Magic: Enchant Weapons ===
{{ConditionsTableHeader}}
----
{{#cargo_query: tables = conditions
{| class="wikitable"
| fields = _pageName = page, name, icon, effects
! Effect
| limit = 10
|-
| order by = name
|
| default = {{ConditionsTableEmpty}}
* The next attack with this weapon is a Critical Hit and deals an additional  <span style="color:crimson">1d4 Force damage</span>.
| format = template
|}
| template = ConditionsTableRow
{{clear}}
| named args = yes
}}
{{ConditionsTableFooter}}


=== [[File:Wild Magic Teleport Icon.png|frameless|upright=0.13]] Wild Magic: Teleport ===
{{Gameplay}}
----
[[Category:Gameplay mechanics]]
{| class="wikitable"
! Effect
|-
|
* Can use a Bonus Action to teleport up to <code>9m / 30ft</code>.
|}
{{clear}}

Latest revision as of 14:47, 29 August 2024

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.

Stack ID[edit | edit source]

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 Hastened Hastened, Celestial Haste Celestial Haste and/or Haste Spores Haste Spores at the same time since they all have the stack ID 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[edit | edit source]

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.

There are four different stack types:

Stack
The new condition is applied separately, allowing multiple instances of the same condition.
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 until long rest and equip the Barkskin Armour, the condition from the armour will not replace the one you have until long rest.
Overwrite
The present condition is replaced by the new one. E.g. if you have Hastened from drinking a Potion of Speed and drink another one, you will replace the condition you currently have, immediately making you Lethargic 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 remaining and receives it again for 2 turns, it will have 3 turns remaining.

Duration[edit | edit source]

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 Lightly Obscured Lightly Obscured is a condition that doesn't have a duration, instead it is automatically applied if you are Hiding 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 Arcane Ward 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.

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.

Tick type[edit | edit source]

Tick type determines when a condition reduces its remaining duration and applies its effects. Most of the time it is either at the start or end of the affected creature's turn. Tick type is not displayed in-game, but it can be particularly important for short duration effects.

The different tick types are:

StartTurn
The condition loses its duration at the start of the creature's turn which is the default behaviour. Conditions with this tick type will effectively last one turn less than its stated duration. For example, a 1 turn duration Frozen Frozen effect (from Chilled Chilled) will end immediately at the start of the frozen creature's turn without disabling it for a single turn. A 2 turn Frozen Frozen effect (from Encrusted with Frost Encrusted with Frost) will effectively only last for 1 turn for the same reason.
EndTurn
The condition loses its duration at the end of the creature's turn. An example of this is Blade Ward 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 Action Surge Action Surge.
StartRound
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.
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.

Status properties[edit | edit source]

Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.

Here is a list of all Status properties:

Name Description
None
Performing
InitiateCombat
BringIntoCombat Upon applying a condition flagged with this tag: the party is forced into combat.
ForceOverhead Will display the condition over the creature's model when applied and removed.
IsChanneled
IsInvulnerable Creatures this condition is applied to can not take damage.
ExcludeFromPortraitRendering
LoseControl Disallows the player to control the character, skipping these characters user interface
ForceNeutralInteractions
PeaceOnly Can only be used outside combat.
AllowLeaveCombat No forced turn-based combat: meaning enemies are still hostile but not actively attacking the party
DisableImmunityOverhead
DisableInteractions
Toggle
IgnoreResting This condition is not removed after a long rest.
IgnoredByImmobilized
Blind
MultiplyEffectsByDuration The effects of this condition is multiplied by the amount of turns remaining.
TickingWithSource Duration ticks down on the turn of the condition's source.
DisableOverhead Does not show the condition over the creature's model when applied and removed.
DisableCombatlog Does not show the condition in the combat log when applied or removed.
DisablePortraitIndicator This condition is hidden and not shown on the creature.
ExecuteFunctorsOnOwner
IsInvulnerableVisible
ApplyToDead This condition persists even if the object/creatures dies in death and after resurrection.
GiveExp Flag used to give the party expierence points upon: resolving a (potential) combat situation
Burning
NonExtendable
FreezeDuration This condition does not lose duration over time.
UnavailableInActiveRoll
OverheadOnTurn Will display the condition over the creatrues model at the start of their turn.
UnsheathInstrument
IndicateDarkness
LoseControlFriendly
DisableCapabilitiesMessage
AllowLeaveDisallowJoinCombat

Condition types[edit | edit source]

Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.

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.

Type Representative[1] Removal Prevention
Condition Type Icon.pngBlinded Blinded Blinded
Heal Heal
Remedial Potion
(more)
Shar's Spear of Evening
Steelwatcher Helmet
(more)
Condition Type Icon.pngCharmed Charmed Charmed
Dispel Evil And Good: Break Enchantment Dispel Evil And Good: Break Enchantment
Stillness of Mind Stillness of Mind
(more)
Fey Ancestry Fey Ancestry [2]
Beguiling Defences Beguiling Defences
Calm Emotions Calm Emotions
(more)
Condition Type Icon.pngCursed (none)
Remove Curse Remove Curse
Greater Restoration Greater Restoration
(more)
(more)
Condition Type Icon.pngDiseased (none)
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
Heal Heal
(more)
Divine Health Divine Health
Purity of Body Purity of Body
(more)
Condition Type Icon.pngFrightened Frightened Frightened
Dispel Evil and Good Dispel Evil and Good
Stillness of Mind Stillness of Mind
(more)
Aura of Courage Aura of Courage
Calm Emotions Calm Emotions
Heroism Heroism
Nature's Ward Nature's Ward [3]
(more)
Condition Type Icon.pngIncapacitated Incapacitated Incapacitated
(more)
(more)
Condition Type Icon.pngMaimed Maimed Maimed
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
Heal Heal
(more)
Condition Type Icon.pngPoisoned Poisoned Poisoned
Antidote
Lesser Restoration Lesser Restoration
Lay on Hands Lay on Hands
(more)
Protection from Poison Protection from Poison[2]
Elixir of Poison Resistance
Purity of Body Purity of Body
(more)
Condition Type Icon.pngPolymorphed Polymorphed Polymorphed
Losing all your HP Icon.png hit points[Needs Verification]
(more)
Immutable Form Immutable Form
(more)
Condition Type Icon.pngProne Prone Prone
Help Help
(more)
(more)
Condition Type Icon.pngUnconscious (none)
(more)
(more)


  1. Many Condition Types have a specific condition that serves as the most basic form.
  2. 2.0 2.1 Gives Advantage Icon.png Advantage on Saving throws
  3. Elemental and fey only.

List of Conditions[edit | edit source]

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.

More...
Condition Effects

A Clown in Town (Condition) A Clown in Town

  • Rue the day you crossed a fey. You were cruel to Dolly Thrice; now you'll have to pay the price.
  • This condition can only be obtained by smashing the Moonlantern held by Kar'niss.
  • Applies clown makeup to the victim.

A Mist Most Scarlet (Condition) A Mist Most Scarlet

A Most Bloody Inheritance (Condition) A Most Bloody Inheritance

Aberrant Shape (Condition) Aberrant Shape

Ability Drain: Dexterity (Condition) Ability Drain: Dexterity

Ability Drain: Strength (Condition) Ability Drain: Strength

Abjure Enemy: Frightened (Condition) Abjure Enemy: Frightened

Abjure Enemy: Slow (Condition) Abjure Enemy: Slow

Absolute Consumption (Condition) Absolute Consumption

  • All of the creature's abilities are reduced by 5. When this effect ends, it drops Prone Prone

Absolute's Enemy (Condition) Absolute's Enemy

  • Enemies have Advantage Icon.png Advantage on attacks against you.