Showing below up to 250 results in range #261 to #510.
[[{{{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.
[[{{{page}}}|Cursed: Dexterity]]
- Has Disadvantage on Ability checks and Saving throws using Dexterity.
- Each turn, the affected entity has to succeed on a Wisdom Saving throw or skip its turn.
[[{{{page}}}|Cursed: Intelligence]]
- Has Disadvantage on Ability checks and Saving throws using Intelligence.
[[{{{page}}}|Cursed: Strength]]
- Has Disadvantage on Ability checks and Saving throws using Strength.
- Has Disadvantage on Ability checks and Saving throws using Wisdom.
[[{{{page}}}|Dammon's Special Brew]]
- Dammon's concoction enrages the owlbear.
Illuminates a 9 m / 30 ft radius.
[[{{{page}}}|Dark Lady's Awareness]]
- Has earned Shar's approval through an impressive display of good sense. Has a +5 bonus to Wisdom until finishing a Long Rest
[[{{{page}}}|Dark Lady's Erudition]]
- Has earned Shar's approval through an impressive display of wit. Has a +5 bonus to Intelligence until finishing a Long Rest
[[{{{page}}}|Dark Lady's Grace]]
- Has earned Shar's approval through their charming nature. Has a +5 bonus to Charisma until finishing a Long Rest
[[{{{page}}}|Dark One's Blessing]]
- Gained temporary hit points equal to its Charisma modifier and Warlock level combined.
[[{{{page}}}|Darkveil Precision]]
- As long as it remains obscured, the affected entity has a +1d4 bonus to ranged Attack rolls.
- Can see in the dark out to the range of 24 m / 80 ft.
- Can see in the dark out to the range of 12 m / 40 ft.
- Movement Speed is doubled.
- Shining with the light of the sun. Dispels Darkness within a radius of 15 m / 50 ft.
- Target creature requires a Weapon in their main hand.
- Has Disadvantage on Wisdom Saving throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
- Removed if an ally Helps this creature.
- Can fire a .
- This creature is dead.
- Affected entity was ordered to attack a specific enemy.
- It is more likely to target this enemy, and Attack Rolls against the enemy have Advantage.
- The next time damage would reduce the affected entity to 0 Hit Points. it remains conscious with 1 Hit Point left.
- Creature carries a powder keg. It could explode at any moment.
[[{{{page}}}|Deathbringer's Legacy]]
- Sarevok is able to use until the end of his next turn.
- Orin can use until the end of her next turn.
[[{{{page}}}|Defensive Flourish]]
- Armour Class increased by 4
[[{{{page}}}|Defensive Protocol: Bulwark]]
- While in this defensive state, the Steel Watcher becomes and can use its , and .
- Also grants 75 temporary hit points.
- If the Steel Watcher loses these temporary hit points, he automatically uses and loses this condition.
- If hit by a Flashblinder, the Steel Watcher loses this condition.
[[{{{page}}}|Defensive Stance]]
- You have +1 bonus to Armour Class and Saving throws.
- Affected entity's summoned creature has Resistance to all damage except Psychic.
- At the start of the summoned creature's turn, it must succeed a Wisdom saving throw or be driven Mad.
[[{{{page}}}|Demonspirit Aura]]
- Affected entity's summoned creature has Resistance to all damage except Psychic.
- At the start of the summoned creature's turn, it must succeed a Wisdom saving throw or be driven Mad.
[[{{{page}}}|Demonspirit Madness]]
- Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
- At the end of each turn, the affected entity makes a DC 13 Wisdom saving throw. On a successful save, the condition is removed.
- Despondency from deep within the Shadowfell has perforated your very being.
[[{{{page}}}|Despair: Apathy]]
- Disadvantage on Ability Checks and Saving Throws using Dexterity.
- Disadvantage on all Ability Checks and Saving Throws.
[[{{{page}}}|Despair: Madness]]
- You are wracked with despondent madness that imposes Disadvantage on Dexterity Checks and Wisdom, Intelligence, Charisma, and Dexterity Saving Throws.
[[{{{page}}}|Detect Thoughts]]
- Can read the thoughts of certain creatures while talking to them.
[[{{{page}}}|Detecting Presence]]
- Searching for Invisible creatures within Range: 3 m / 10 ft
- Creatures must make a Dexterity saving throw or become . Uses the affected entity's Spell Save DC.
[[{{{page}}}|Detonation Impending!]]
- This Steel Watcher is preparing to .
[[{{{page}}}|Devilishly Strong]]
- While within 18 m / 60 ft of Raphael, this creature's weapon attacks deal an additional 3d6Piercing damage and it has Advantage on Strength and Dexterity Checks and attacks.
[[{{{page}}}|Devoured Intellect]]
- Intelligence has been reduced by 1 per turn.
[[{{{page}}}|Devouring Brain]]
- The starving illithid is fully focused on eating its first brain in an age.
- Consuming the brain provides the equivalent of one Mind Flayer Parasite Specimen.
- This creature has 100 temporary hit points.
- While it has these temporary hit points:
- It is grounded.
- Any damage lower than 15 will not affect it.
- It can use immediately after being hit for the first time in a round.
[[{{{page}}}|Difficult Terrain]]
- Movement Speed halved
[[{{{page}}}|Difficult Terrain: Vines]]
- Movement speed halved.
[[{{{page}}}|Digestive Juices]]
- While doused in corrosive digestive juice, this creature takes 1d6Acid per turn, is Vulnerable to Piercing and Bludgeoning damage, and can be if it is also .
- Water can wash off these juices.
[[{{{page}}}|Dipped in Poison]]
- Affected entity has dropped its weapon to the ground.
- Can move without provoking Opportunity Attacks.
- Appearance is entirely changed.
[[{{{page}}}|Disintegrating Corpse]]
This corpse is not long for this world.
- The affected entity's corpse disintegrates into a pile of ash upon death.
[[{{{page}}}|Dislocated Shoulder]]
- The affected entity has Disadvantage on Attack rolls.
- Removed by taking a Long Rest.
[[{{{page}}}|Dispel Evil and Good]]
- Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on Attack rolls against this creature.
- Additionally, it can also break otherworldly Enchantments that , , or allies.
Grants:
- Creatures suffering Falling damage as a result of your actions take an additional 1d8Psychic damage.
- Until you take damage, foes have Disadvantage on Attack rolls against you.
[[{{{page}}}|Displacer Beast Form]]
- Affected entity has adopted the eldritch pantherlike form of a displace beast.
Not paying any attention to their surroundings.
The distractor's allies have Advantage on their next Attack Roll against the creature.
- The owlbear has sustained damage to its eye. It cannot make Critical Hit and has Disadvantage on Perception Ability Checks.
- Has Advantage on Attack Rolls against celestials, fiends, and undead.
- Affected entity will follow and fight alongside the caster of this spell.
- Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving throw.
- Affected entity will follow and fight alongside the caster of this spell.
- Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving throw.
The affected entity is under the control of a nearby True Soul.
- If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you .
- Any damage you receive while unconscious counts as one failure.
- If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.
[[{{{page}}}|Draconic Prowess: Acid]]
- Affected entity has Advantage on Intimidation and Persuasion Checks, Resistance to Acid damage, and can use once until its next Long Rest.
[[{{{page}}}|Draconic Prowess: Fire]]
- Affected entity has Advantage on Intimidation and Persuasion Checks, Resistance to Fire damage, and can use once until its next Long Rest.
[[{{{page}}}|Draconic Prowess: Frost]]
- Affected entity has Advantage on Intimidation and Persuasion Checks, Resistance to Cold damage, and can use once until its next Long Rest.
[[{{{page}}}|Draconic Prowess: Lightning]]
- Affected entity has Advantage on Intimidation and Persuasion Checks, Resistance to Lightning damage, and can use once until its next Long Rest.
[[{{{page}}}|Draconic Prowess: Poison]]
- Affected entity has Advantage on Intimidation and Persuasion Checks, Resistance to Poison damage, and can use once until its next Long Rest.
- Affected entity's lifeforce has been drained by the incubus, reducing its maximum hit points by 15 hit points.
- Movement speed increased by 10ft. Affected entity can also make an extra weapon attack that deals an additional 1d8 damage.
[[{{{page}}}|Dream Mist Apparitions]]
- This creature is seeing myriad visions of a world beyond reckoning - or so they keep insisting.
- The affected entity is incapacitated.
- Your melee attacks inflict on the target.
- Applies to the affected entity.
- Engaged in ritual.
- Has Disadvantage on Dexterity and Charisma Checks.
[[{{{page}}}|Duel: Murder's Chosen]]
- The Dark Urge is compelled to fight Orin alone. The duellists cannot be forcefully moved, and any interference from other parties will be punished.
[[{{{page}}}|Dwarven Resilience]]
- Affected entity has Proficiency in Saving throws until it makes three successful Saving Throws or until it takes a Long Rest.
- This creature is dying. It will not move, take actions, or respond to damage in any way.
- Attacks at melee range are guaranteed to hit and be critical hits. Ranged attacks have Advantage.
[[{{{page}}}|Eagle's Splendour]]
- A nearby earth myrmidon grants the affected entity Immunity to Poison damage and an additional 3d8Poison damage to .
- The affected entity also gains temporary access to .
[[{{{page}}}|Edict of the Old Lord Skull]]
- The Deathless One protects his fetid flock. Myrkul grants the affected entity every turn.
- Carries an owlbear's egg. Its scent will attract the egg's mother.
[[{{{page}}}|Electrified Reflux]]
- Lightning damage has charged Thisobald's special brew, letting him use .
[[{{{page}}}|Elemental Affinity: Acid Resistance]]
[[{{{page}}}|Elemental Affinity: Cold Resistance]]
[[{{{page}}}|Elemental Affinity: Fire Resistance]]
[[{{{page}}}|Elemental Affinity: Lightning Resistance]]
[[{{{page}}}|Elemental Affinity: Poison Resistance]]
[[{{{page}}}|Elemental Weapon: Acid]]
- Has a +1 bonus to Attack rolls and Damage Rolls[See Notes] and deals an additional 1d4Acid damage.
[[{{{page}}}|Elemental Weapon: Cold]]
- Has a +1 bonus to Attack rolls and Damage Rolls[See Notes] and deals an additional 1d4Cold damage.
[[{{{page}}}|Elemental Weapon: Fire]]
- Has a +1 bonus to Attack rolls and Damage Rolls[See Notes] and deals an additional 1d4Fire damage.
[[{{{page}}}|Elemental Weapon: Lightning]]
- Has a +1 bonus to Attack rolls and Damage Rolls[See Notes] and deals an additional 1d4Lightning damage.
[[{{{page}}}|Elemental Weapon: Thunder]]
- Has a +1 bonus to Attack rolls and Damage Rolls[See Notes] and deals an additional 1d4Thunder damage.
[[{{{page}}}|Elixir of Arcane Cultivation]]
- Has an additional Level 1 Spell Slot.
[[{{{page}}}|Elixir of Barkskin]]
- Armour Class increased to 16.
[[{{{page}}}|Elixir of Battlemage's Power]]
- Affected entity has until its next Long Rest. Replaces effects from other elixirs when drunk.
- Gain Arcane Acuity for Duration: 3 turns.
- Arcane Acuity cannot go below Duration: 3 turns.
[[{{{page}}}|Elixir of Bloodlust]]
- Affected entity has entered a murderous state of bloodlust. Once per turn, when it kills an enemy, it gains 5 temporary hit points and an Action.
[[{{{page}}}|Elixir of Cloud Giant Strength]]
- Strength increased to 27.
[[{{{page}}}|Elixir of Darkvision]]
- Can see in the dark up to 12 m / 40 ft.
[[{{{page}}}|Elixir of Heroism]]
- Affected entity is [ See Notes] and has gained 10 temporary hit points.
[[{{{page}}}|Elixir of Hill Giant Strength]]
- Strength increased to 21.
[[{{{page}}}|Elixir of Peerless Focus]]
- Affected entity's ability to maintain its spells has increased.
- It has Advantage to Saving throws against being and for maintaining Concentration.
- Magic can't put it to .
[[{{{page}}}|Elixir of The Colossus]]
- Size is increased
- Weapons deal an additional 1d4 damage, and the affected entity has Advantage on Strength checks and Saving throws.
- Carrying capacity is also increased by 25%.
[[{{{page}}}|Elixir of Viciousness]]
- The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Replaces effects from other elixirs when drunk.
[[{{{page}}}|Elixir of Vigilance]]
- Affected entity has a +5 bonus to initiative and can't be . Replaces effects from other elixirs when drunk.
- Noble elven arcana grants the affected entity an additional 10 m / 33 ft movement speed, until its next Long Rest. , and can't be
[[{{{page}}}|Enchanted Security]]
- Intricate arcane lockmaking prevents spells from opening this safe.
[[{{{page}}}|Encrusted with Frost]]
- Affected entity has Disadvantage on Dexterity Saving throws.
- When there are 7 or more turns remaining, the entity must succeed a DC 12 Constitution saving throw or take 1d4Cold and become . On a successful save, it only takes half damage. Afterward, the frost sloughs away.
- Removed by .
- Carrying too much weight.
- Movement Speed reduced by 3 m / 10 ft, and Jump distance is halved.
- Confers all the normal bonuses and resistances of the Rage variant of the Barbarian's chosen subclass, plus:
- Rage does not end until the Barbarian uses the End Rage Bonus Action or becomes incapacitated.
[[{{{page}}}|Enemy of Justice]]
- Wanted for killing a guard. Allied guards will attack on sight.
[[{{{page}}}|Enhanced Armour Class]]
- Armour Class increased by 1.
- Size is increased.
- Weapon attacks deal 1d4 more damage. Has Advantage on Strength Checks and Saving throws.
- Cannot move and takes 1d6Piercing damage per turn.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.
- Cannot move.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.
- Peripheral vision reduced. Will keep looking at the spellcaster.
[[{{{page}}}|Entranced Murderer]]
- Affected entity has been entranced by the Farslayer. Defeating the Farslyayer will break the trance and garner you victory.
- Cannot move.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws are rolled with Disadvantage.
[[{{{page}}}|Ephemeral Whispers]]
- Tempted by Ethel's whispers.
- This creature must succeed a DC 13 Wisdom saving throw at the start of their turn or be inflicted with .
[[{{{page}}}|Ether-Essence Slumber]]
- A deep, dream-ridden sleep has overcome the creature , induced by judicious ingesting of Ether.
- The creature cannot move or act.
- The creature automatically fails Strength and Dexterity Saving throws.
- Attack rolls against the creature have Advantage
- Removed by taking damage or being Shoved.
[[{{{page}}}|Ethereal Escape]]
- As a Reaction to receiving damage, the incubus has travelled to the Ethereal Plane and can't be damaged or targeted until it returns at the start of its next turn.
[[{{{page}}}|Evasive Footwork]]
Enemies have Disadvantage on melee attacks against the affected entity.
- Spurred on by bloodlust. Next Attack roll will be a Critical Hit.
- Drained and weakened by intense events of a lack of rest.
[[{{{page}}}|Expeditious Retreat]]
- Dash available as a Bonus Action.
[[{{{page}}}|Exploding Flumph]]
- This spirit will explode at the end of the turn. Each creature within 2 m / 7 ft must succeed a Dexterity Saving throw or take 1d6Force.
[[{{{page}}}|Explosion Imminent!]]
- The freezing sphere will explode, casting .
[[{{{page}}}|Explosive Hoard]]
- This mound of coins is primed to explode.
- Creature is distracted. The next attack against the creature from within 1.5 m / 5 ft is guaranteed to be a critical hit.
This light was snuffed out.
[[{{{page}}}|Extra Bonus Action]]
- Grants an additional Bonus action on this turn.
[[{{{page}}}|Eyebite: Sickened]]
- Affected entity has Disadvantage on Attack Rolls and Checks
- 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 False Heart by itself.
- Gain
7
+5
for each spell slot level above the first Temporary Hit Points.
- Disadvantage on Wisdom Saving Throws until Long Rest.
[[{{{page}}}|Fangs of the Fire Snake]]
- Affected entity's fists are flickering with flame. Its melee attacks deal an additional 1d4Fire damage.
- Can possibly nearby beasts and humanoids with its fey presence.
- Has Disadvantage on Ability Checks and Attack rolls.
- It must run from the source of its fear and cannot take any additional actions.
- Targets can make a Saving throw to shake off this effect if they end their turn out of sight from their source of fear.
Rate of falling is slowed, granting Immunity to Falling damage.
- Deal only half damage with weapon attacks that use Strength.
- Has sunk into a magical coma deep enough to imitate death
- Resistant to all damage except Psychic damage, and Disease and Poison no longer have any effect
- Removed when Helped
[[{{{page}}}|Festering Frenzy]]
- This gnoll will become at the start of his next turn.
[[{{{page}}}|Festering Spores]]
- While is active you can spread , , and .
[[{{{page}}}|Fetcher's Favour]]
- Equipped with Mol's tricks of the trade, affected entities can cast , reduce all Fire damage by 5 and gain an additional 1d4 to Charisma Checks and Saving Throws.
- The fumes emanating from the Fetid Ooze eat away at the affected entity, so long as it stays within 2 m / 7 ft.
- 1d6Acid at the start of each round.
- Increasingly feverish. Disadvantage on Ability checks and Saving throws using Strength.
- When the duration ends, make a DC 15 Constitution saving throw. Failing will inflict the condition .
- Duration: 25 turns
- While is active, the affected entity will always trigger its when casting spells.
[[{{{page}}}|Fiendish Obeisance]]
- Affected entity must obey the commands of the fiend directly controlling it.
[[{{{page}}}|Fiendish Obeisance: Kneel]]
- Affected entity has been compelled to kneel by a fiend. It cannot move or take actions, bonus actions, or reactions, and has Disadvantage on Strength and Dexterity Saving throws.
- Attacks against it have Advantage if they're made within 3 m / 10 ft of the entity. The entity must spend half its movement speed to stand up.
[[{{{page}}}|Fiendish Resilience: Acid]]
- You have Resistance to Acid damage.
[[{{{page}}}|Fiendish Resilience: Bludgeoning]]
- You have Resistance to Bludgeoning damage.
[[{{{page}}}|Fiendish Resilience: Cold]]
- You have Resistance to Cold damage.
[[{{{page}}}|Fiendish Resilience: Fire]]
- You have Resistance to Fire damage.
[[{{{page}}}|Fiendish Resilience: Force]]
- You have Resistance to Force damage.
[[{{{page}}}|Fiendish Resilience: Lightning]]
- You have Resistance to Lightning damage.
[[{{{page}}}|Fiendish Resilience: Necrotic]]
- You have Resistance to Necrotic damage.
[[{{{page}}}|Fiendish Resilience: Piercing]]
- You have Resistance to Piercing damage.
[[{{{page}}}|Fiendish Resilience: Poison]]
- You have Resistance to Poison damage.
[[{{{page}}}|Fiendish Resilience: Psychic]]
- You have Resistance to Psychic damage.
[[{{{page}}}|Fiendish Resilience: Radiant]]
- You have Resistance to Radiant damage.
[[{{{page}}}|Fiendish Resilience: Slashing]]
- You have Resistance to Slashing damage.
[[{{{page}}}|Fiendish Resilience: Thunder]]
- You have Resistance to Thunder damage.
- Affected entity can call on diabolic arcana to cast Long Rest. , , , and once each until the next
[[{{{page}}}|Fierce Perilous Stakes]]
- Affected entity's attacks deal an additional 15Psychic damage and heal 2d8hit points. The entity scores a Critical Hit when rolling a 15 or higher. The entity is Vulnerable to all damage.
- Crushed by fever. Disadvantage on Attack rolls, and Ability checks and Saving throws using Strength.
- When the duration ends, make a DC 15 Constitution saving throw. Failing will re-inflict the Filth Fever condition.
- Duration: 25 turns
[[{{{page}}}|Fire Resistance]]
- You gain Resistance to Fire damage, and can no longer .
[[{{{page}}}|Fire Resistance Aura]]
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Fire damage.
[[{{{page}}}|Fire Shield: Chill]]
- Wreathed in ice-cold flames.
- Sheds light in a 3m / 10ft radius.
- Has Resistance to Fire damage.
- Deals 2d8Cold damage to anyone who hits with a melee attack.
[[{{{page}}}|Fire Shield: Warm]]
- Wreathed in scorching flames.
- Sheds light in a 3m / 10ft radius.
- Has Resistance to Cold damage.
- Deals 2d8Fire damage to anyone who hits with a melee attack.
- Drunk on Firewine. Has Disadvantage on Charisma and Dexterity Checks
- If the drunk entity is killed with Fire, a occurs.
- Affected entity is Vulnerable to Fire damage.
- Creature is standing within 1.5 m / 5 ft of a flaming sphere and will take 2d6Fire at the end of its turn. On a successful save, it will still take half damage.
- Enemies and objects within 1.5 m / 5 ft of the sphere at end of their turn take 2d6 (2~12) Fire damagedamage. On a second save, it will still take half damage.
[[{{{page}}}|Fleeting Protection]]
If the affected entity is attacked with Radiant damage, Raphael's protection reflects twice that amount as Fire damage and this condition ends.
Flesh is decaying.
- Disadvantage on Ability checks and Saving throws using Charisma.
- Vulnerable to all damage.
- Duration: 25 turns
- DC 15 Constitution saving throw to remove condition.
[[{{{page}}}|Flesh to Stone: Restrained Stage 1]]
- Affected entity cannot move as its body begins to petrify over the course of 3 turns.
- Attack rolls against it have Advantage, while the entity's Attack Rolls and Dexterity Saving throws have Disadvantage.
[[{{{page}}}|Flesh to Stone: Restrained Stage 2]]
- Affected entity cannot move as its body progresses toward petrification. Attack rolls against it have Advantage, while the entity's Attack Rolls and Dexterity Saving throws have Disadvantage.
[[{{{page}}}|Flesh to Stone: Restrained Stage 3]]
- Affected entity cannot move as its body enters the final bone-stiffening stages of petrification. Attack rolls against it have Advantage, while the entity's Attack Rolls and Dexterity Saving throws have Disadvantage.
- Fly up to target position, up to 18 m / 60 ft each turn using your Movement Speed.
[[{{{page}}}|Foolish Little Pup]]
- Shouldn't have done that, petal. Frightened.
- Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining.
- If the entity takes damage while it has 5 or more turns remaining, it deals 1d4Force damage in a 6 m / 20 ft radius.
- Force Conduit has a maximum Duration: 7 turns.
[[{{{page}}}|Force Resistance]]
[[{{{page}}}|Force Steadfast]]
- Affected entity can't be moved against its will.
[[{{{page}}}|Forced Manoeuvre]]
- Movement speed increased by half and doesn't provoke Opportunity Attacks.
[[{{{page}}}|Form of Artifice]]
- Your constructed form grants you Advantage on Attack rolls and resistance to Lightning damage.
Grants:
- The Ch'r'ai has 15 Temporary Hit Points and can't be . Each time she attacks a foe, that foe can become for 1 turn.
- Has Advantage on Intelligence Checks.
[[{{{page}}}|Fractured Psyche]]
- Creature's Armour Class is reduced by 1.
[[{{{page}}}|Fractured Psyche]]
- Your Armour Class is reduced by 5 and you have a -5 penalty to Saving throws.
[[{{{page}}}|Freedom of Movement]]
- Movement Speed can't be reduced by Difficult Terrain, spells or magical effects.
- Can't be or .
- Deal an additional 2 damage with melee and improvised weapons, and when throwing objects.
- Also has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.
- Cannot cast or concentrate on spells.
- Overwhelmed with rage, the gnoll can attack three times per turn.
[[{{{page}}}|Frenzied Spores]]
- Glut has increased hit points and Strength. It has access to more spore spells.
[[{{{page}}}|Frenzied Strain]]
- Using Attack Rolls for every stack. adds a stack of Frenzied Strain. The barbarian takes a -1 penalty on
- All stacks are removed when ends.
In higher difficulty modes, the target might accuse you of enchanting them.
- Cannot move. Frightened entities also have Disadvantage on Ability checks and Attack rolls.
- When taking Cold damage, takes an additional 1Cold damage per turn of Frostbite remaining.
- Affected entity is utterly enamelled in ice and is Incapacitated. If it is dealt Bludgeoning, Thunder, or Force damage, the ice shatters, ending the condition.
- Gains Vulnerability to Bludgeoning, Thunder, and Force damage.
- Gains Resistance to Fire damage.
- Gains immunity to and .
- Recently escaped from prison. Guards will arrest this prisoner on sight.
[[{{{page}}}|Fungal Resistance]]
- The hag has a +5 bonus to Saving Throws for each nearby Pearlspore Bell.
[[{{{page}}}|Fungal Resurrection]]
- The hag will be resurrected by nearby Pearlspore Bells at the start of their next turn.
[[{{{page}}}|Galerian Revelry]]
- Compelled to shuffle and dance.
- Affected entity can't move or take actions. Attack rolls against it have Advantage, while its Attack Rolls and Dexterity Saving throws have Disadvantage.
- Affected entity is being strangled by a garrotte. It is Silenced and takes 3d6Bludgeoning damage per turn.
- Both the entity and the garrotter can't move until the condition ends.
- If the entity and the garrotter are forcibly moved more than 5 m / 17 ft apart, this condition ends.
- Transformed into a cloud of mist.
- Resistant to all damage.
- Has Advantage on Constitution, Dexterity, and Strength Saving throws.
- Becomes Tiny in size.
- Cannot attack, cast spells, or speak.
- The target's Strength and Dexterity scores are set to 10 while in this form.
- Physical attacks have added gas to Thisobald's special brew, letting him use .
[[{{{page}}}|Gathering Drumbeat]]
- A goblin has sounded these war drums, calling reinforcements to battle.
- Will draw nearby goblins into combat. If used in the Goblin Camp, will turn the entire camp hostile as well. All enemies become permanently hostile.
The affected entity's foul stench creates a pungent cloud that all creatures around it.
- Affected entity's size is increased. Its weapon attacks deal an additional 1d6 damage. It gains 27 temporary hit points, and has Advantage on Strength Ability checks and Saving throws.
[[{{{page}}}|Gigantic Endurance]]
- Gained 27 Temporary Hit Points.
[[{{{page}}}|Githyanki Providence]]
- A mote of githyanki psionics allows the affected entity to cast Long Rest. , , and once each until its next
[[{{{page}}}|Githyanki War Magic]]
- Can make a weapon attack using a bonus action.
[[{{{page}}}|Githzerai Mind Barrier]]
Having assimilated a splinter of githzerai knowledge, mental barriers have been erected in the affected entity's mind. It has Advantage on Intelligence Saving Throws.
[[{{{page}}}|Glimpse of Freedom]]
- Escaping certain death, the character is motivated to move 4.5 m / 15 ft quicker.
[[{{{page}}}|Glutted Catacombs]]
- This area is filled with the bones of the dead. The spell does not require a skeleton to raise the dead in this area.
[[{{{page}}}|Gnomish Ingenuity]]
- Affected entity is Proficient in Sleight of Hand Checks and can cast until it takes a Long Rest.
- Must attack the goading creature, if possible.
- Disadvantage on Attack Rolls against targets other than the spellcaster.
[[{{{page}}}|God of Ambition]]
- Mere mortals whisper petitions to the newly divine Gale Dekarios as The Once-Wizard, High Aspirant, The Lord of Zeal - but none have yet been granted an audience with the God of Ambition. Until tonight, that is.
- This creature is entombed in spider silk, and cannot move or take actions. Unless the silk is removed with Acid or Fire damage, it will explode, dealing 8d10Poison to the entombed creature.
- At the start of each turn, the target makes a Strength saving throw to attempt to free themselves. On a failed save, they take 2d6Psychic.
- Affected entity has another creature. Cannot move while Grappling. Interrupted by receiving damage.
- When you hit a creature with an unarmed attack, you can regain 10hit points or choose to gain Advantage on Attack Rolls or Saving Throws before the end of your next turn.
[[{{{page}}}|Great Weapon Master: Bonus Attack]]
- Can make a melee attack as a Bonus action.
[[{{{page}}}|Greater Arcane Hunger]]
- The Netherese Orb in Gale's body is weakening him. He has Disadvantage on Attack rolls and all Saving throws.
[[{{{page}}}|Greater Elixir of Arcane Cultivation]]
- Has an additional Level 2 Spell Slot.
[[{{{page}}}|Greater Invisibility]]
- Entity has Advantage on Attack rolls. Attack Rolls against it have Disadvantage
- When interacting with items, casting spells, or attacking, the entity needs to succeed on a Stealth Check to maintain Invisibility. The Check becomes harder with each successful attempt.
[[{{{page}}}|Greater Toughness]]
This material is extremely strong. Only a hit that deals at least 50 damage can damage it.
[[{{{page}}}|Green Bed Regeneration]]
- When starting your turn on Plant Growth Surface or regain 1~4hit points hit points.
[[{{{page}}}|Gripped by Kereska's Flame]]
When the affected entity deals damage with a spell, it gains 1 turn of .
[[{{{page}}}|Grotesque Distension]]
- Bloated beyond hope. Will explode at the slightest touch.
- Touching an entity affected with this condition will cause a blast of 8d6Poison damage in an AoE: 3 m / 3 ft (Radius), form a Poison Cloud of the same size, and utterly destroy the entity.
[[{{{page}}}|Guardian Wraiths]]
- Spiritual energy has healed this undead 6d8hit points and is making it Immune to all damage.
- Gains a +1d4 bonus to Ability checks.
[[{{{page}}}|Guided Strike: Active]]
- You have a +10 bonus to your next Attack roll.
The next Attack roll made against this creature has Advantage.
The hag has eaten the child to transform her into a newborn hag. Killing the hag will lead to the child's death.
- Ethel has taken control. Condition lasts until mask is removed or spellcaster is dead.
- Is this Ethel - or an illsuion?
[[{{{page}}}|Half-Orcish Fury]]
- The next time the affected entity is , it instead drops to 1 hit point thanks to the relentless will roiling in its veins.
- The luck of the smallfolk grants the affected entity Advantage on Skill Checks until its next Long Rest.
- Creature is hallucinating. It has Disadvantage on Ability Checks, wanders around uncontrollably, and can't take Action or reactions.
- Movement Speed reduced by 50%.
- Removed by healing.
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