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Conditions

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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 Condition Icon.png Blinded


Blinded Condition Tooltip.png
Description
Ranged attacks and spells have a range of 4.5m / 15ft and Attack Rolls suffer Disadvantage. Attacks Rolls against Blinded creatures have Advantage.

Bleeding Condition Icon.png Bleeding


Bleeding Condition Tooltip.png
Description
Take 2 Slashing Damage at the start of each turn and has Disadvantage on Constitution Saving Throws.

Remove by healing.

Charmed Condition Icon.png Charmed


Charmed Condition Tooltip.png
Description
Can't attack spellcaster. Spellcaster has Advantage on Charisma Checks.

Dash Condition Icon.png Dash


Dash Condition Tooltip.png
Description
Movement Speed is doubled.

Frenzied Condition Icon.png Frenzied


Frenzied Condition Tooltip.png
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 Condition Icon.png Goaded


Goaded Condition Tooltip.png
Description
x

Light Condition Icon.png Light


Light Condition Tooltip.png
Description
This object has an aura of light with a radius of 12m / 40ft

File:Prone Condition Icon 50px.png Prone


Prone Condition Tooltip.png
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 Condition Icon.png Rage


Rage Condition Tooltip.png
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.