Cargo query
Showing below up to 500 results in range #11 to #510.
[[{{{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.
[[{{{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 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 .
- Affected entity is vulnerable to Fire damage.
- 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 Unyielding and can use its Repair Matrix, 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 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 Revealed. 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 Restrained.
- 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 Charm, Frighten, or Possesses 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.
- Controlled by spellcaster
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 die.
- 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 make a 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 Wet 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 .
- 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: Resistance]]
- You are Resistant to the chosen element type.
- Duration: Until Long Rest
[[{{{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 Arcane Acuity 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 Blessed[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 Charmed and for maintaining Concentration.
- Magic can't put it to Sleep.
[[{{{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 Surprised. Replaces effects from other elixirs when drunk.
- Noble elven arcana grants the affected entity an additional 10 m / 33 ft movement speed, Charmed until its next Long Rest. , and can't be
[[{{{page}}}|Enchanted Security]]
- Intricate arcane lockmaking prevents spells from opening this safe.
[[{{{page}}}|Enchanted Weapon]]
- This weapon has a +1 bonus to damage and Attack rolls.
[[{{{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 Frozen. On a successful save, it only takes half damage. Afterward, the frost sloughs away.
- Removed by Burning.
- 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 19 Wisdom saving throw at the start of their turn or be inflicted with Hag's Pawn.
[[{{{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}}}|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 Silencing 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 Frighten 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 Frenzied 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 Filth Fever.
- Duration: 25 turns
- While Tides of Chaos is active, the affected entity will always trigger its when casting spells.
- Can't attack spellcaster. Spellcaster has Advantage on Charisma Ability Checks in dialogue.
[[{{{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 Burn.
[[{{{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.
- 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 Frightened. Each time she attacks a foe, that foe can become Frightened for 1 turn.
- Has Advantage on Intelligence Checks.
[[{{{page}}}|Fractured Psyche]]
Creature's Armour Class and saving throws are reduced by 5.
[[{{{page}}}|Fractured Psyche]]
- Creature's Armour Class is reduced by 1.
[[{{{page}}}|Freedom of Movement]]
- Movement Speed can't be reduced by Difficult Terrain, spells or magical effects.
- Can't be Paralysed or Restrained
- 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 Burning and Encrusted with Frost.
- 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.
- 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 Temporarily Hostile enemies become permanently hostile.
The affected entity's foul stench creates a pungent cloud that Nauseates 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.
- Turned to gold. Can't move or take Actions, Bonus actions, or Reactions.
- Entity is Incapacitated.
- This creature is entombed in Infested 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 Grappled 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.
Grants:
[[{{{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 Vine Surface 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 Heat.
[[{{{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 Downed, 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.
- Movement Speed reduced by 50%.
- Removed by healing.
[[{{{page}}}|Hands Off, Petal]]
- Ethel disapproves, dearie.
- Disadvantage on Wisdom Checks.
- Take 2d4Psychic damage when condition is received.
- Astarion's vampiric hunger has been temporarily sated. +1 to all Attack Rolls, Saving Throws, and most Ability Checks.
- Affected entity's maximum Hit Points have been reduced by the damage inflicted by the Harm spell
- This condition is a Disease
- Affected entity's melee weapon attacks deal additional damage equal to its Charisma Modifier (min.1).
- The affected entity is psychically oppressed by a powerful ghost. It has Disadvantage on Charisma and Wisdom Saving throws.
- Target gains +2 to Armour Class and Advantage on Dexterity Saving throws.
- Target's Movement Speed is doubled.
- Target gains an additional Action.
- Target gains +2 to Armour Class and Advantage on Dexterity Saving throws.
- Target's Movement Speed is increased by 9 m / 30 ft.
- Target gains an additional Action.
- When the condition ends, target becomes Lethargic and is unable to move or take Actions for 1 turn.
[[{{{page}}}|Haunted Approach]]
- This creature's Movement Speed and jump distance is halved while within 3 m / 10 ft of a Cursed Skull
Nearby creatures will be afflicted with Phantasmal Force.
[[{{{page}}}|Healing Incense]]
- Affected entity regains 1d4hit points at the start of the spellcaster's turn, as long as they remain within 10 m / 33 ft of them.
[[{{{page}}}|Healing Incense Aura]]
- Applies Healing Incense to affected entity and allies within Range: 10 m / 30 ft, regaining 1d4hit points per turn.
{{#cargo_query: limit=500 |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 }}