Cargo query
Showing below up to 250 results in range #11 to #260.
[[{{{page}}}|Absorb Elements: Acid Damage]]
[[{{{page}}}|Absorb Elements: Cold Damage]]
[[{{{page}}}|Absorb Elements: Fire Damage]]
[[{{{page}}}|Absorb Elements: Lightning Damage]]
- The affected entity deals an additional 1d6Lightning damage the next time it deals damage with a weapon.
[[{{{page}}}|Absorb Elements: Thunder Damage]]
- The affected entity deals an additional 1d6Thunder damage the next time it deals damage with a weapon.
[[{{{page}}}|Absorbed Essence: Abazigal]]
- Sarevok's attacks deal maximum damage.
[[{{{page}}}|Absorbed Essence: Amelyssan]]
- Sarevok's attacks now heal him by 2d12hit points each time.
[[{{{page}}}|Absorbed Essence: Illasera]]
- Sarevok is permanently Hastened and can't be Paralysed, Restrained, or have his movement speed reduced in any way.
[[{{{page}}}|Absorbed Essence: Sendai]]
- Sarevok's Armour Class is increased by 6.
[[{{{page}}}|Absorbed Intellect]]
- Intelligence is being reduced by 1.
- Reduces Armour Class by 2.
- Acid damage has spoiled Thisobald's special brew, letting him use .
[[{{{page}}}|Acid Resistance]]
[[{{{page}}}|Acid Resistance Aura]]
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Acid damage.
- Can take an extra Action this turn.
[[{{{page}}}|Adamantine Reverberation]]
- While it has temporary hit points, this creature's movement speed is doubled. Immediately after losing these temporary hit points, the creature knocks back foes 4 m / 13 ft with a shockwave that deals 4d8Thunder.
[[{{{page}}}|Adrip with Kereska's Acid]]
Affected entity has Resistance to Acid damage. Your acid spells deal additional Acid damage equal to your Proficiency Bonus. When it deals spell damage, inflict 1 turn of Noxious Fumes upon the target. While attuned to Kereska's acid it can cast Melf's Acid Arrow and Hunger of Hadar.
- Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice.
[[{{{page}}}|Aegis of the Absolute]]
- The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.
[[{{{page}}}|Against All Odds]]
- The unlikely actions of the party in the Morphic Pool were a surprise to even the Netherbrain.
- The successful roll has left the Netherbrain wounded, reducing its starting HP for the encounter.
- The rothé is nervous and afraid - ready to attack at the slightest scare. Has Advantage on Attack rolls.
- Hit point maximum increased by 5hit points.
- Hit point maximum increases by a further 5hit points for every Spell Slot Level above 2 used.
- This creature has spotted you as an intruder.
- Has Disadvantage on Dexterity and Charisma checks.
- Attack Rolls against the affected entity have Advantage and it has Disadvantage on Strength and Dexterity Checks.
- Taking damage or being Helped ends this condition.
- Affected entity will attack as soon as its enemies are within reach. It can only be spotted with a successful Perception Check.
- The creature's next bite may Ambush its target.
[[{{{page}}}|Ancient Grudges]]
Filled with a touch of arcane gith knowledge.
- Has Advantage on Attack Rolls against aberrations.
[[{{{page}}}|Animalistic Vitality]]
- Affected entity regains 1d8hit points of health every round when below 60 HP. It also receives an additional 3.5 m / 12 ft of movement speed. [See Notes]
[[{{{page}}}|Anointed in Splendour]]
- Has a +2 bonus to all Saving throws.
- A storm of vicious lightning is soon to erupt - striking all standing in the open.
- A nearby water myrmidon grants the affected entity Immunity to Cold damage and an additional 3d8Cold damage to .
- The affected entity also gains temporary access to .
- Affected entity has a +1 bonus to its spell Attack rolls and spell save DC for each remaining turn.
- Reduce the duration by 2 each time the entity takes damage.
- Arcane Acuity has a maximum Duration: 10 turns.
[[{{{page}}}|Arcane Ammunition]]
- Affected entity's next spell doesn't cost a spell slot in order to cast.
- While , deal +2 bonus to damage with spells.
[[{{{page}}}|Arcane Critical]]
- The number you need to roll a Critical Hit while attacking is reduced by 2. This effect can stack.
- Gale's spirit is being drained. He has Disadvantage to Constitution Saving throws.
- Locked through magical means. Can't be opened by lockpicking or the use of .
- Weapon attacks deal additional damage equal to affected entity's Spell Casting Ability Modifier.
- Your Arcane Ward blocks damage equal to its charges and then loses 1 charge. Casting Abjuration spells will add charges equal to the level of the spell.
- Offering their cries of pain without protection. Has a +4 bonus to Performance and Intimidation checks.
[[{{{page}}}|Armour of Agathys]]
Gained x Temporary Hit Points
. If hit with a melee attack, the attacker takes x Cold damage
and this effect ends.
Can't take Reactions.
[[{{{page}}}|Arrow of Ilmater]]
- Cannot regain Hit Points
- Affected entity has lost Fire Resistance and is now Vulnerable to Fire damage.
- Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, Soul Overcharge will not prevent him from using Souls to cast spells.
[[{{{page}}}|Aspect of the Elk]]
- Movement Speed increased by +1.5 m / 5 ft, as long as the affected entity stays near the barbarian.
[[{{{page}}}|Aspect of the Elk Aura]]
- Affected entity and nearby allies have a +1.5 m / 5 ft bonus to Movement Speed.
[[{{{page}}}|Aspect of the Wolf]]
- Affected entity has a +Dexterity Modifier bonus to Stealth Checks, as long as it stays near the barbarian.
[[{{{page}}}|Aspect of the Wolf Aura]]
- Affected entity and nearby allies have a +Dexterity Modifier bonus to Stealth Checks.
- The affected entity can't move, take actions, bonus actions, or reactions while holding open the Astral Rift, but can Summon an ally every other turn.
- Gravity on the Astral Plane is different than on Faerûn.
- The affected entity is Immune to Falling damage and its Jump distance is tripled.
- Carrying capacity is tripled.
[[{{{page}}}|Astral Knowledge]]
- Has Proficiency in all Skills of a chosen Ability.
[[{{{page}}}|Astral Knowledge: Charisma]]
- Has Proficiency in Deception, Intimidation, Performance, and Persuasion.
[[{{{page}}}|Astral Knowledge: Dexterity]]
- Has Proficiency in Acrobatics, Sleight of Hand, and Stealth.
[[{{{page}}}|Astral Knowledge: Intelligence]]
- Has Proficiency in Arcana, History, Investigation, Nature, and Religion.
[[{{{page}}}|Astral Knowledge: Strength]]
- Has Proficiency in Athletics.
[[{{{page}}}|Astral Knowledge: Wisdom]]
- Has Proficiency in Animal Handling, Insight, Medicine, Perception, and Survival.
[[{{{page}}}|At Death's Door]]
- Advanced Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 6. The more the creature rests, the worse it feels.
[[{{{page}}}|At Death's Door]]
- Emergent Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 2. The more the creature rests, the worse it feels.
[[{{{page}}}|At Death's Door]]
- Moderate Toxic Infection. Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom are reduced by 4. The more the creature rests, the worse it feels.
[[{{{page}}}|At Death's Door]]
- The more the creature rests, the worse it feels.
- One of the affected entity's Abilities has been reduced to 0, causing it to die instantly.
[[{{{page}}}|Auntie Ethel's Special Brew]]
- Take 2d6Poison at the start of every turn until you succeed a DC 13 Constitution saving throw.
[[{{{page}}}|Aura of Bloodthirst]]
- Any nearby creatures with the Rampage trait can make a bite attack as a bonus action.
[[{{{page}}}|Aura of Brutality]]
- All servants of Bane around this character gain an additional +1 Strength. This effect can stack.
[[{{{page}}}|Aura of Courage]]
The Paladin and any nearby allies can't be Frightened.
[[{{{page}}}|Aura of Devotion]]
The Paladin and any nearby allies can't be Charmed.
- The Paladin and all nearby fiends and undead deal additional damage with melee weapons, equal to the Charisma modifier of the Paladin.
- Nearby hostile creatures become Vulnerable to Piercing damage, unless they are Resistant or Immune to it.
[[{{{page}}}|Aura of Possibility]]
- While near the God of Ambition, this creature has a +10 bonus to all Ability Checks.
[[{{{page}}}|Aura of Protection]]
You and any nearby allies have a + Charisma Ability Score Modifier bonus on Saving Throws.
- Nearby enemies have disadvantage on attack rolls and saving throws.
- Creatures that can't be Frightened are immune to this aura.
[[{{{page}}}|Aura of Vile Oblivion]]
All nearby light sources get extinguished when the Wraith is nearby.
[[{{{page}}}|Aura of Warding]]
The Paladin and any nearby allies have Resistance to damage from spells.
[[{{{page}}}|Avatar of BOOOAL]]
- The sight of a kuo-toa servant dying fills BOOOAL with bloodlust. It regains 3d6hit points when it kills a creature and can attack three times.
[[{{{page}}}|Avatar of Tyranny]]
- Bane has come to Gortash's aid! Gortash has 150 temporary hit points, Advantage on Strength checks and Strength saving throws... And now has fearsome new powers!
- Affected entity gains an extra 1d4Physical damage to weapon attacks and Immunity to Thunder, Fire, and Force damage.
[[{{{page}}}|Aversion of Fire]]
- Recently suffered Fire damage. Has Disadvantage on Attack Rolls and Ability Checks.
[[{{{page}}}|Baleful Knowledge]]
- Dark whispers pervade the creature's mind. Disadvantage on Wisdom Checks.
- Has a -1d4 penalty to Attack rolls and Saving throws.
[[{{{page}}}|Bane's Brutality]]
- Affected entity gains +1 to its Strength ability. This effect can stack.
- Affected entity has a -1d4 penalty to Saving throws against it's attacker's next spell.
- Incapacitated
- Can't be targeted
- Can't move or take Actions, Bonus Actions, or Reactions
[[{{{page}}}|Bardic Inspiration]]
- Can use Bardic Inspiration to add a +1d6 bonus to the next Attack roll, Ability check, or Saving throw.
- Bonus depends on originating Bard's level
Grants:
- +1d6 bonus to the next Ability check. (Toggleable Passive Feature):
- +1d6 bonus to the next Saving throw. (Reaction):
- +1d6 bonus to the next Attack roll. (Reaction):
- Armour Class increased to 16.
- Has Advantage on Wisdom and Death Saving throws.
- Regains the maximum possible Hit Points when healed.
[[{{{page}}}|Bear's Endurance]]
- Has Advantage on Constitution Checks.
- Gain 7 Temporary Hit Points.
[[{{{page}}}|Beckoning Darkness]]
- Haunted by darkness.
- Affected entity takes 2d8Necrotic damage if it enters or starts its turn in a Lightly or Heavily Obscured area.
- Affected entity can't control its actions and wanders around without direction.
- This creature has been charmed by Raphael and cannot target him with attacks or spells.
[[{{{page}}}|Bend Luck: Ability Check Bonus]]
- Wild magic has twisted the affected entity's fate. It gained a +1d4 bonus to Ability Checks.
[[{{{page}}}|Bend Luck: Ability Check Penalty]]
- Wild magic has twisted the affected entity's fate. It gained a -1d4 penalty to Ability Checks.
[[{{{page}}}|Benign Transposition: Spent]]
- Affected entity has used its feature for the day. To replenish this feature, the entity must cast a Conjuration spell of Level 1 or higher.
- A frenetic rage racks the affected entity's flesh. Its Multiattacks each deal an additional 1d8Bludgeoning damage and knocks targets Prone
- It also gains Resistance to Slashing, Piercing, and Bludgeoning damage, and has Advantage on Strength Checks and Saving Throws.
- This frenzy ends if the affected entity regains all its hit points.
- If you don't kill another creature before the end of your next turn, you will die instantly.
[[{{{page}}}|Bhaal's Murderous Mark]]
- Affected entity's death grants a +1 Armour Class bonus to the Slayer.
[[{{{page}}}|Bhaalist Ritual Target]]
- As part of the challenge to enter the temple, the affected entity has become the target of a chanting cultist, the Farslayer, who can cast once its profane ritual ends. Exiting the Farslayer's chanting range of 55 m / 183 ft makes you invulnerable to the effect. Slaying the Farslayer stops the ritual and wins the conflict.
[[{{{page}}}|Bhaalspawn Essence: Amelyssan]]
- When Amelyssan's ghost dies, Sarevoks attacks will heal him for 2d12hit points
[[{{{page}}}|Bhaalspawn Essence: Illasera]]
- When Illasera's ghost dies, Sarevok will be permanently Hastened and will be unaffected by Paralysis, Restraints, or any attempts to reduce his movement speed.
[[{{{page}}}|Bhaalspawn Essence: Sendai]]
- When Sendai's ghost dies, Sarevok will have his Armour Class increased by 6.
- Pigs are smart and pigs are fun - that's why Dolly made you one!
- The black hole pulls nearby creatures and deals 7~34Force damage. The nearby area is Difficult Terrain and can Slow creatures within it.
- Intelligence saving throw
[[{{{page}}}|Black Tentacles]]
- Attack Rolls against the affected entity have Advantage, while the entity's Attack Rolls and Dexterity Saving Throws have Disadvantage
- Thisobald has overindulged in his own brew. He has a -5 penalty to Armour Class and is Vulnerable to Slashing, Piercing, Bludgeoning and Thunder Damage.
- Prone
- Unconscious
- Creatures that approach the barrier are slit and sliced and cut and carved like so much meat on a blood-grouted block.
- Affected entities take 6d10Slashing damage per turn.
- Affected entities can make a DC 15 Dexterity saving throw on the initial application to halve the damage.
- Affected entities can make a Dexterity saving throw equal or higher to the caster's Spell Save DC on subsequent applications to halve the damage.
- Has Resistance against Bludgeoning, Piercing, and Slashing damage.
[[{{{page}}}|Blazing Retaliation]]
- Affected entity has a +1 bonus to Armour Class
- Creature takes 2Slashing damage at the start of each turn and has Disadvantage on Constitution Saving throws.
- Removed by healing.
- Gains a +1d4 bonus to Attack rolls and Saving throws.
[[{{{page}}}|Blessing of Selûne]]
- Selûne's radiance protects you against the lesser effects of the shadow curse. But beware - even Her light cannot guard against the darkest shadows.
- Permits safe passage through some of the Shadow-Cursed Lands without a light source.
- Resistant to Necrotic damage.
[[{{{page}}}|Blessing of the Trickster]]
Has Advantage on Stealth Checks.
- Ranged attacks and spells have a range of 3 m / 10 ft and Attack Rolls suffer Disadvantage.
- Attack Rolls against Blinded creatures have Advantage.
- At the end of each turn, there is a chance the affected entity gets Blinked to the Ethereal Plane, where it can't be harmed, seen or affected.
- While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can only choose to teleport up to 6 m / 20 ft. When combat ends, so does this effect.
Grants:
[[{{{page}}}|Blinked to the Ethereal Plane]]
- Affected entity is in the Ethereal Plane, where it can't be harmed, seen, or affected.
- While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6m / 20ft.
- At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.
- Affected entity has a +1d6 bonus to Attack Rolls, Ability Checks, and Saving throws until the next Long Rest.
- Restrained due to sickness and bloat.
[[{{{page}}}|Blocked by Bhaalist Mischief]]
- This door cannot be opened until the Farslayer is defeated.
[[{{{page}}}|Blood Sacrifice]]
- Gains a +1d4 bonus to Attack rolls and Saving throws.
[[{{{page}}}|Blood-draw Sickness]]
- Nothing is ever free - until the next long rest the affected entity has a -1 to all dice rolls.
Hit point maximum reduced. Creature will die if its hit point maximum is reduced to 0.
[[{{{page}}}|Blood-scent Frenzy]]
- Affected entity has Advantage on melee attacks against any target that doesn't have all of its hit points, provided it's not a construct, an ooze, a plant, or an elemental.
- Feels a bit woozy. -1 to all Attack Rolls, Saving Throws, and most Ability Checks. Disappears after Long Rest.
- Can be cured by Lesser Restoration
- Creature can attack three times. It regains 3d8hit points if it lands a killing blow.
- Gains as a bonus action.
- This Undead heals 4d6hit points at the start of every turn while it is within The Dead Wastes.
[[{{{page}}}|Bludgeon the Weak]]
- Affected entity is Vulnerable to Bludgeoning damage for 3 turns, or until it takes damage.
- Attackers have Disadvantage on Attack rolls against this creature, unless they do not rely on sight or can see through illusions.
[[{{{page}}}|Bolstering Brew]]
- Affected entity's Strength score is increased by 5 while it is infused with Thisobald's current brew.
[[{{{page}}}|Bolstering Magic: Boon]]
- Bolstered by wild magic. Has a +1d4 bonus to Attack Rolls and Ability Checks
- Can not regain hit points.
- If Undead, has Disadvantage on Attack rolls.
[[{{{page}}}|Boon of Servitude]]
- Armour Class increased by 2. Regains 2d4+Spellcasting Modifierhit points each turn.
[[{{{page}}}|BOOOAL's Blessing]]
- Advantage on Attack rolls against Bleeding creatures, as long as there are Kuo-toa to worship BOOOAL.
[[{{{page}}}|BOOOAL's Faithful]]
- Chance to apply Bleeding to targets.
- Affected Entity is able to cast once per long rest.
- This relic is bound to its current owner by a powerful aura.
- Bound items cannot be removed from your inventory.
- Ritually bound to its wielder.
- The weapon can't be knocked out of the wielder's hand, and automatically returns to its wielder when Thrown.
- On Damage Rolls, roll twice and use the higher result.
[[{{{page}}}|Brand of the Silverlight]]
- Cannot turn Invisible.
[[{{{page}}}|Breathless Lungs]]
- Mystic Carrion can't be Silenced while his lungs are still intact.
- While in the vicinity of Thisobald's Spoiled Brew, this creature takes 1d6Necrotic every turn.
[[{{{page}}}|Brewed-Up Bellyglummer]]
- Suffers Disadvantage on Attack rolls and Ability Checks
- Affected entity takes 1d6Poison damage at the end of its next turn.
- 2d6 (2~12) Cold damagedamage per turn
- Affected entity has been rapidly cooled while aflame, making it Vulnerable to Thunder and Bludgeoning damage.
[[{{{page}}}|Broken Promises]]
- Strength is increased by 2 for Duration: Until Long rest.
- Strength is decreased indefinitely by 1 after Long Rest.
- Has Disadvantage on Dexterity saving throws.
[[{{{page}}}|Bull's Strength]]
- Has Advantage on Strength Checks.
- Weight Limit doubled.
- A nearby shadar-kai is imposing Disadvantage on this creature's Saving throws.
[[{{{page}}}|Burden of Time Aura]]
- Beasts and Humanoids have Disadvantage on Saving Throws while within 3 m / 10 ft of this creature. Elves are unaffected by this temporal magic.
- Takes 1d4Fire damage per turn.
- Can be removed with the Healing Type Potion or gaining Wet. action, using a
- Immune from if Wet.
- action can be used on Burning characters and/or objects.
- The hatchery waters burn through all those who'd intrude upon it.
[[{{{page}}}|Burning Fiercely]]
- Fire damage has ignited Thisobald's special brew, letting him use .
[[{{{page}}}|Burst of Accuracy]]
- You have a +1d4 bonus to attack rolls after using Action Surge.
- Buthir is enraged! Strength increased by 4, Armour Class reduced by 2.
Tactician Difficulty:
- Buthir is enraged! Strength increased by 4, Armour Class reduced by 2, and has Resistance to all physical damage.
- Can spell slot. without expending a
[[{{{page}}}|Call of the Dark Lady]]
- When it starts its turn in a Lightly or Heavily Obscured area, the affected entity takes 1d4Necrotic. Attacks made by the Justiciar in its Umbral Form deal an additional 1d6Necrotic damage to the entity.
[[{{{page}}}|Calling Reinforcements]]
- This creature's allies will appear next turn to defend it.
- Can't be Charmed or Frightened.
[[{{{page}}}|Castigated By Divinity]]
- Affected entity is cursed by transgressed and irritable gods. When it falls unconscious, it immediately dies. Moreover, when it dies, a terrible envoy of the offended deity is conjured from the entity's corpse.
- Want to converse like a cow? Dolly Thrice will show you how.
- Whenever you take damage, reflect it back at your attacker threefold as Acid damage.
[[{{{page}}}|Celestial Haste]]
- Gain +2 to Armour Class and Advantage on Dexterity Saving throws.
- Movement Speed is doubled.
- Gain an additional Action.
[[{{{page}}}|Chain of Tyranny]]
- Affected entity has only half its movement speed. When the chain breaks, it'll take 8d8Force damage.
[[{{{page}}}|Chains of Karsus]]
- The Netherbrain is too powerful for even the Momentary God's magic - Karsus' Compulsion could not dominate it completely.
- The spell has instead bound the brain's will in place temporarily. To complete the domination, you must strike it down.
[[{{{page}}}|Channel Divinity: Cloak of Shadows]]
- Has Advantage on Attack rolls and imposes Disadvantage on enemy Attack Rolls.
- Invisibility ends early if the invisible entity attacks, casts another spell, takes an action, or takes damage.
[[{{{page}}}|Channelling Karsus' Compulsion]]
- Affected entity is focussing all their magic and effort on casting until their next turn.
- Becoming Incapacitated, Stunned, Polymorphed, or Knocked Out ends the spell.
[[{{{page}}}|Charged Lightning: Tempest Steps]]
[[{{{page}}}|Cheater's Folly]]
- Affected entity has all Ability Scores reduced by 1 for attacking a reflection that's not their own. This effect can be applied thrice more.
- Has Disadvantage on Constitution Saving Throws and has one fewer action.
- Removed by healing.
- Engrossed in a game of Chicken Chase.
- Affected entity is vulnerable to Cold damage and resistant to Fire damage.
- Applying Wet to a chilled entity will make it Frozen for Duration: 1 turn.
- Has Resistance to Fire damage as long as oyu have 50% hit points or less.
[[{{{page}}}|Cindersnap Reflexes]]
- Ranged weapon attacks targeting this entity have Disadvantage and their damage is halved.
- Hiding in an unobscured area. Will be caught on sight.
- Movement Speed is doubled.
- Enemies have Disadvantage on Opportunity Attacks against them.
[[{{{page}}}|Clinging Shadows]]
- While remaining obscured, affected entity has Advantage on Saving throws.
[[{{{page}}}|Cloak of Shadows]]
- Has Advantage on Attack rolls and imposes Disadvantage on enemy Attack Rolls.
- Attacking, casting spells, or entering a brightly lit area ends this condition.
[[{{{page}}}|Cloud of Daggers]]
[[{{{page}}}|Clown Face-Paint]]
- You are unaffected by Hideous Laughter.
[[{{{page}}}|Coated in Arsonist's Oil]]
- Targets with Resistance to Fire damage become Vulnerable to it instead.
- Targets with Immunity are unaffected.
[[{{{page}}}|Coated in Basic Poison]]
- Targets must succeed a DC 11 Constitution saving throw or become Poisoned.
- On a successful save, target receives Inoculated: Basic Poison for 2 turns.
[[{{{page}}}|Coated in Brewed-up Bellyglummer]]
- Weapon is coated in Brewed-Up Bellyglummer. Targets must succeed a DC 17 Constitution saving throw or become Poisoned.
[[{{{page}}}|Coated in Crawler Mucus]]
- Targets must succeed a DC 13 Constitution saving throw or become Stricken with Crawler Mucus.
- On a successful save, targets receive Inoculated: Crawler Mucus for 2 turns
[[{{{page}}}|Coated in Diluted Oil of Sharpness]]
- The arcane oil coating this weapon grants it a +1 bonus to Damage and Attack rolls. The weapon has become magical, so it can damage creatures that are immune to non-magical attacks.
[[{{{page}}}|Coated in Drow Poison]]
- Targets must succeed a Constitution Saving throw or become Poisoned and fall Asleep.
[[{{{page}}}|Coated in Malice]]
- Targets must succeed a Constitution saving throw or become Blinded and Poisoned.
- Targets that succeed the saving throw are granted the Inoculated: Malice condition for 1 turn.
[[{{{page}}}|Coated in Oil of Bane]]
- Targets become Baned for 2 turns unless they succeed a DC 11 Charisma saving throw.
[[{{{page}}}|Coated in Oil of Combustion]]
- Coated in flammable oil.
- On a hit, the target is doused in oil for 2 turns. If it takes Fire damage, the oil immolates, dealing 3d6Fire damage in an area around it.
[[{{{page}}}|Coated in Oil of Diminution]]
- Targets must succeed a DC 11 Constitution saving throw or receive Disadvantage on Strength checks and Strength saving throws, as well as a -1d4 penalty to damage on melee attacks for 2 turns.
[[{{{page}}}|Coated in Oil of Freezing]]
- Targets receive Encrusted with Frost for 2 turns.
[[{{{page}}}|Coated in Purple Worm Toxin]]
- Targets take 1d10Poison damage at the end of their next turn, unless they succeed a DC 19 Constitution saving throw.
[[{{{page}}}|Coated in Serpent Venom Toxin]]
- Targets take 1d6Poison damage at the end of their next turn, unless they succeed a DC 13 Constitution saving throw.
[[{{{page}}}|Coated in Toxin]]
- Targets take 1d4Poison damage at the end of their next turn, unless they succeed a Constitution Saving throw.
[[{{{page}}}|Coated in Wizardsbane Oil]]
- Severely dampens the power of any spellcaster struck with this weapon.
- Targets receive a -3 penalty to spell Attack rolls and Spell Save DC, and Disadvantage on Saving throws for maintaining Concentration for 2 turns.
[[{{{page}}}|Coated in Wyvern Toxin]]
- Targets take 1d8Poison damage at the end of their next turn, unless they succeed a DC 15 Constitution saving throw.
- Trapped in a spider's web. Can't move or take Actions. Bonus Actions, or Reactions.
- This condition ends upon taking damage or if the entity makes a successful Strength saving throw
- Cursed coins have gathered around the Toll Collector's chest, increasing her overall health by 100.
- Cursed coins have gathered around the Toll Collector's left leg, increasing her overall health by 100.
[[{{{page}}}|Coin Cuisse (R)]]
- Cursed coins have gathered around the Toll Collector's right leg, increasing her overall health by 100.
- Cursed coins have gathered around the Toll Collector's head, increasing her overall health by 100.
[[{{{page}}}|Coin Vambrace (L)]]
- Cursed coins have gathered around the Toll Collector's left arm, increasing her overall health by 100.
[[{{{page}}}|Coin Vambrace (R)]]
- Cursed coins have gathered around the Toll Collector's right arm, increasing her overall health by 100.
- Cold damage has chilled Thisobald's special brew, letting him use .
[[{{{page}}}|Cold Resistance]]
[[{{{page}}}|Cold Resistance Aura]]
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Cold damage.
- Has Disadvantage on Attack rolls. Range of attacks and spells reduced to 3 m / 10 ft.
- Attack Rolls against Blinded creatures have Advantage.
[[{{{page}}}|Combat Inspiration]]
- Can use their Bardic Inspiration to add a +1d6 bonus to their next Attack roll, Ability check, or Saving throw.
- They can also choose a +1d6 bonus to the damage their next weapon attack deals, or to their Armour Class for one attack.
- Bonus depends on the originating Bard's level.
Grants:
- +1d6 bonus to the next Ability check (Toggleable Passive Feature):
- +1d6 bonus to the next Saving throw or bonus to Armour Class for the next attack (Reaction):
- +1d6 bonus to the next Attack roll (Reaction):
- +1d6 bonus damage to the next Weapon Attack (Reaction):
[[{{{page}}}|Command: Approach]]
- Has to move toward the spellcaster using the shortest route possible.
- Cannot take Actions, Bonus Actions, or Reactions.
- Has to move as far away from the spellcaster by the fastest available means.
- Cannot take Actions, Bonus Actions, or Reactions.
[[{{{page}}}|Command: Grovel]]
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a grovelling creature have Advantage if they're made within 3 m / 10 ft of the creature.
- Cannot move.
- Cannot take Actions, Bonus Actions, or Reactions.
- Cannot attack creatures other than the spellcaster.
[[{{{page}}}|Compelled to Duel]]
- Has Disadvantage on Attack Rolls against anyone but the caster. Might start Bleeding if struck by the Dueller.
[[{{{page}}}|Conduit of Kereska's Ice]]
- Affected entity is Resistant to Cold damage. Its Cold spells deal additional Cold damage equal to your Proficiency Bonus.
When it deals spell damage, it inflicts 1 turn of Encrusted with Frost upon the target. While attuned to Kereska's ice it can cast and .
- Affected entity is hostile to everyone, wanders around aimlessly, and occasionally skips turns in its stupor
[[{{{page}}}|Confused Stupor]]
- Too confused to act - affected entity wastes its turn doing nothing.
- Affected entity can't move. Attack rolls against it have Advantage, while its attack rolls and Dexterity Saving throws have Disadvantage.
- The entity takes2d6 + 2 (4~14) Piercing damageand1d4 (1~4) Necrotic damageper turn.
- Wrapped around a target to Constrict it and can't move.
[[{{{page}}}|Contagion Poisoned]]
- Has Disadvantage on Attack rolls and Checks.
- Each turn, it must succeed on a Saving throw, or the Poison will advance in stage. On 3 successes, it recovers. On 3 failures, it contracts the Disease corresponding to the variant of the spell Contagion that was cast.
[[{{{page}}}|Continual Flame]]
- Enveloped in flames that produce no heat and never seem to die out.
- Identical to the effect of Light
- This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.
- Takes 1d10Acid damage per turn.
- Affected entity's Armour Class has been reduced by 1. The spit will keep eating away at its defences, further reducing its Armour Class, unless it is washed away with water.
After 5 turns:
- Affected entity's Armour Class has been reduced by 5. The spit can be removed with water.
- You have Advantage on Saving Throws against being Charmed or Frightened.
[[{{{page}}}|Covert Critical]]
- As long as the affected entity remains obscured, the number it needs to Attack roll a Critical Hit while attacking is reduced by 1. This effect can stack.
[[{{{page}}}|Crackling with Kereska's Lightning]]
- Affected entity has Resistance to Lightning damage. Its lightning spells deal additional Lightning damage equal to its Proficiency Bonus.
When it deals spell damage, it gains 1 Lightning Charge. While attuned to Kereska's lightning it can cast and .
- Affected entity will be automatically Critically Hit by Viconia's attacks, and it has Disadvantage on Wisdom Saving Throws.
- To end this effect, the creature must deny its Craven Heart by bravely ending its turn within 10 ft of Viconia without using any actions or bonus actions.
- Target is inflicted with zombie mucus. If the affected entity dies before the infection wears off, it will temporarily rise as a Newborn Zombie.
- Newborn Zombies are statistically the same as the Summoned Zombie, except that they only have 10 Hit Points, and they have the condition Newborn Zombie, causing them to take 1Necrotic damage per turn.
- Newborn Zombies will follow the original Summoned Zombie.
- You've critically hit an opponent, dealing more damage.
[[{{{page}}}|Crown of Madness]]
- Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.
[[{{{page}}}|Crusader's Mantle]]
Emitting a holy aura. Weapon attacks of nearby allies deal an additional 1d4Radiant damage.
- Mystic Carrion is not vulnerable to fire damage while his liver is intact.
[[{{{page}}}|Curse of Regret]]
Takes 1d4+Spellcasting ModifierPsychic every turn, and is vulnerable to Psychic damage. Deal damage to remove this condition.
[[{{{page}}}|Curse of the Dire Raven]]
- Marked by the feather of a dire raven. Attack rolls against the affected entity have Advantage.
- This skull is cursed with necromantic powers that shoots thunderwaves.
[[{{{page}}}|Cursed Vengeance]]
- Any damage done against Oliver will be reflected twofold at the attacker.
[[{{{page}}}|Cursed: Additional Damage]]
[[{{{page}}}|Cursed: Attack Disadvantage]]
- Has Disadvantage on Attack rolls against the source of the curse.
[[{{{page}}}|Cursed: Charisma]]
- Has Disadvantage on Ability checks and Saving throws using Charisma.
[[{{{page}}}|Cursed: Constitution]]
- Has Disadvantage on Ability checks and Saving throws using Constitution.
{{#cargo_query: limit=250 |offset=10 |tables=conditions |fields=name, icon, effects |order by=name |format=template |default=<tr><td colspan="2" style="text-align: center;">''None''</td></tr> |template=ConditionsTableRow |named args=yes }}