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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

Action Surge Condition Icon.png Action Surge


Effect
  • Can take an extra Action this turn.

Blade Ward Condition Icon.png Blade Ward


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

Blinded Condition Icon.png Blinded


Effect

Bleeding Condition Icon.png Bleeding


Effect

Bless Condition Icon.png Bless


Effect

Blurred Condition Icon.png Blurred


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

File:Bufotoxin Icon 64px.png Bufotoxin


Effect

Charmed Condition Icon.png Charmed


Effect

Chill Touch Condition Icon.png Chill Touch


Effect

Dash Condition Icon.png Dash


Effect

Downed Condition Icon.png 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.

Exposing Bite Condition Icon.png 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 Condition Icon.png Faerie Fire


Effect
  • Shedding dim light. Incoming attacks have Advantage. Cannot be Invisible.

Frenzied Condition Icon.png Frenzied


Effect
  • 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.

Friends Condition Icon.png Friends


Effect

upright=0.13a Frightened


Effect

Guidance Condition Icon.png Guidance


Effect

Goaded Condition Icon.png Goaded


Effect
  • Must attack the goading creature, if possible.

Horde Breaker Condition Icon.png Horde Breaker


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

Light Condition Icon.png Light


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

Pinched Condition Icon.png Pinched


Effect
  • Take 1d4 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft.

Poisoned Condition Icon.png Poisoned


Effect

File:Prone Condition Icon 50px.png Prone


Effect
  • 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 Condition Icon.png Rage


Effect
  • 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 Condition Icon.png 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 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 Condition Icon.png 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 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 Condition Icon.png 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 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 Condition Icon.png 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 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 Condition Icon.png Rage: Wolf Heart


Effect
  • 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.

Rallied Condition Icon.png Rallied


Effect

Reckless Attack Icon 64px.png Reckless Attack


Effect

Resistance Condition Icon.png Resistance


Effect

File:Speak With Animals Condition Icon.png Speak with Animals


Effect
  • Can comprehend and communicate with beasts.

Thaumaturgy Condition Icon.png Thaumaturgy


Effect

Threatened Condition Icon.png Threatened


Effect

Turned Condition Icon.png Turned


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 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.

File:Wild Magic Explosive Healing Icon.png 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.

File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons


Effect
  • 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


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