Conditions

From Baldur's Gate 3 Wiki

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

File:Acid Condition Icon 3.png Acid


Effect

File:Action Surge Condition Icon 3.png Action Surge


Effect
  • Can take an extra Action this turn.

File:Armor Of Agathys Condition Icon 3.png Armour Of Agathys


Effect

File:Arms Of Hadar Condition Icon 3.png Arms Of Hadar


Effect
  • Can't take reactions.

File:Bane Condition Icon 3.png Bane


Effect

File:Blade Ward Condition Icon 3.png Blade Ward


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

File:Blinded Condition Icon 2.png Blinded


Effect

File:Bleeding Condition Icon 3.png Bleeding


Effect

File:Bless Condition Icon 3.png Bless


Effect

File:Blurred Condition Icon 3.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 Condition Icon 2.png Bufotoxin


Effect

File:Burning Condition Icon 3.png Burning


Effect
  • Takes 1d4 Fire damage per turn.

File:Charmed Condition Icon 3.png Charmed


Effect

File:Chill Touch Condition Icon 3.png Chill Touch


Effect

File:Colour Spray Condition Icon 3.png Colour Spray


Effect

File:Command Halt Condition Icon 3.png Command: Halt


Effect

File:Dash Condition Icon 3.png Dash


Effect

File:Difficult Terrain Condition Icon 3.png Difficult Terrain


Effect

File:Disengage Condition Icon 2.png Disengage


Effect

File:Disguise Self Condition Icon 3.png Disguise Self


Effect
  • Appearance is entirely changed.

File:Downed Condition Icon 3.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.

File:Electrocuted Condition Icon 3.png Electrocuted


Effect
  • Takes 1d4 Lightning damage at the start of each turn.

File:Ensnared Condition Icon 3.png Ensnared


Effect

File:Expeditious Retreat Condition Icon 3.png Expeditious Retreat


Effect
  • Dash available as a bonus action.

File:Exposing Bite Condition Icon 3.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.

File:Faerie Fire Condition Icon 3.png Faerie Fire


Effect

File:False Life Condition Icon 3.png False Life


Effect

File:Feather Fall Condition Icon 3.png Feather Fall


Effect
  • Rate of falling is slowed, granting immunity to Falling damage.

File:Frenzied Condition Icon 3.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.

File:Friends Condition Icon 3.png Friends


Effect

File:Frightened Condition Icon 3.png Frightened


Effect

File:Guidance Condition Icon 3.png Guidance


Effect

File:Guiding Bolt Condition Icon 3.png Guiding Bolt


Effect

File:Heroism Condition Icon 3.png Heroism


Effect

File:Hex Charisma Condition Icon 3.png Hex: Charisma


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Charisma Checks.

File:Hex Constitution Condition Icon 3.png Hex: Constitution


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Constitution Checks.

File:Hex Dexterity Condition Icon 3.png Hex: Dexterity


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Dexterity Checks.

File:Hex Intelligence Condition Icon 3.png Hex: Intelligence


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Intelligence Checks.

File:Hex Strength Condition Icon 3.png Hex: Strength


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Strength Checks.

File:Hex Wisdom Condition Icon 3.png Hex: Wisdom


Effect
  • Creature suffers additional 1d6 Necrotic damage from the spellcaster. It also has Disadvantage on Wisdom Checks.

File:Goaded Condition Icon 3.png Goaded


Effect
  • Must attack the goading creature, if possible.

File:Horde Breaker Condition Icon 3.png Horde Breaker


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

File:Hunter's Mark Quarry Condition Icon 3.png Hunter's Mark Quarry


Effect
  • Suffers an additional 1d6 damage from the spellcaster.
  • Spellcaster also gains Advantage on all Perception and Survival Checks.

File:Invisible Condition Icon 3.png Invisible


Effect

File:Jump Condition Icon 3.png Jump


Effect
  • The creature's jump distance is tripled for 1 minute.

File:Light Condition Icon 3.png Light


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

File:Longstrider Condition Icon 3.png Longstrider


Effect

File:Mage Armour Condition Icon 3.png Mage Armour


Effect

File:Pinched Condition Icon 3.png Pinched


Effect
  • Take 2 Piercing damage at the beginning of each turn and Movement Speed is reduced by 3m / 10ft.

File:Produce Flame Condition Icon 3.png Produce Flame


Effect
  • A flickering flame sheds light around the creature.

File:Poisoned Condition Icon 3.png Poisoned


Effect

File:Prone Condition Icon 3.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 / 10ft of the creature.
  • A Prone creature must spend half its Movement Speed to stand up.

File:Protection from Evil and Good Condition Icon 3.png Protection form Evil and Good


Effect
  • The target is protected against aberrations, celestials, elementals, fey, fiends, and undead.
  • These creatures have Disadvantage on Attack Rolls against the target.
  • The target can't be Charmed, Frightened, or Possesed by them.

File:Rage Condition Icon 3.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.

File:Rage Bear Heart Condition Icon 3.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.

File:Rage Eagle Heart Condition Icon 3.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.

File:Rage Elk Heart Condition Icon 3.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.

File:Rage Tiger Heart Condition Icon 3.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.

File:Rage Wolf Heart Condition Icon 3.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.

File:Rallied Condition Icon 3.png Rallied


Effect

File:Ray Of Frost Condition Icon 3.png Ray of Frost


Effect

Reckless Attack Condition Icon.png Reckless Attack


Effect

File:Resistance Condition Icon 3.png Resistance


Effect

File:Shillelagh Condition Icon 3.png Shillelagh


Effect

File:Shocking Grasp Condition Icon 3.png Shocking Grasp


Effect

File:Speak With Animals Condition Icon 3.png Speak with Animals


Effect
  • Can comprehend and communicate with beasts.

File:Thaumaturgy Condition Icon 3.png Thaumaturgy


Effect

File:Threatened Condition Icon 3.png Threatened


Effect

File:True Strike Condition Icon 3.png True Strike


Effect

File:Turned Condition Icon 3.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:Vicious Mockery Condition Icon 3.png Vicious Mockery


Effect

File:Wet Condition Icon 3.png Wet


Effect

File:Wild Magic Explosive Healing Condition Icon 3.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 Condition Icon 3.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 Condition Icon 3.png Wild Magic: Teleport


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