Condition
Effects
Absorbed Essence: Illasera
Absorbed Essence: Sendai
Aid
Arcane Ward
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.
Armour of Agathys
Gained 5 × spell level temporary hit points . If hit with a melee attack, the attacker takes 5 × spell level Cold damage. This effect ends when the temporary hit points are lost.
Aspect of the Elk
Movement Speed increased by +1.5 m / 5 ft, as long as the affected entity stays near the barbarian.
Aspect of the Elk Aura
Affected entity and nearby allies have a +1.5 m / 5 ft bonus to Movement Speed .
Aspect of the Stallion
Aspect of the Wolf
Aspect of the Wolf Aura
Aura of Courage
The paladin and any nearby allies can't be Frightened .
Aura of Courage
Can't be Frightened within 3 m / 10 ft of the spellcaster.
Aura of Devotion
The paladin and any nearby allies can't be Charmed .
Aura of Devotion
Can't be Charmed within 3 m / 10 ft of the spellcaster.
Aura of Hate
Gains a bonus to melee weapon damage equal to the charisma modifier of the creature emanating the aura.
Aura of Hate
Aura of Murder
Enemies within 3 m / 10 ft are Vulnerable to Piercing damage, unless they are Immune to it.
Aura of Murder
Aura of Protection
Aura of Protection
Aura of Terror
Bane's oppressive aura gives the affected entity Disadvantage on attack rolls and Saving throws while within 3 m / 10 ft of the spellcaster.
Aura of Terror
Aura of Warding
The paladin and any nearby allies have Resistance to damage from spells.
Aura of Warding
Resistant to damage from spells within 3 m / 10 ft of the spellcaster.
Avatar of Tyranny
Barkskin
Beacon of Hope
Bear's Endurance
Bend Luck: Ability Check Bonus
Wild magic has twisted the affected entity's fate. It gained a +1d4 bonus to Ability Checks .
Bend Luck: Ability Check Penalty
Wild magic has twisted the affected entity's fate. It gained a -1d4 penalty to Ability Checks .
Bless
Blessing of the Trickster
Has Advantage on Stealth Checks .
Blink
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.
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 6 m / 20 ft.
At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.
Immune to Bleeding .
Blurred
Attackers have Disadvantage on Attack rolls against this creature, unless they do not rely on sight or can see through illusions.
Bolstering Magic: Boon
Brand of the Silverlight
This creature's weapon attacks deal an additional 5d8 Radiant damage.
Bull's Strength
Channel Divinity: Cloak of Shadows
Invisibility ends early if the invisible entity attacks, casts another spell, takes an action, or takes damage.
Cloak of Shadows
Continual Flame
Enveloped in flames that produce no heat and never seem to die out.
Identical to the effect of Light
Countercharm
Countercharm Aura
Darkvision
Can see in the dark out to the range of 12 m / 40 ft.
Darkvision
Can see in the dark out to the range of 24 m / 80 ft.
Defensive Flourish
Detect Thoughts
The affected creature can read the thoughts of certain creatures while talking to them.
Detecting Presence
Disguise Self
Appearance is entirely changed.
Divine Favour
Your weapons deal an additional 1d4 Radiant damage.
Divine Guardian
Protected by a paladin's divine essence. Resistant to all damage.
Divine Sense
Duergar Antidote
Eagle's Splendour
Elemental Affinity: Acid Resistance
Elemental Affinity: Cold Resistance
Elemental Affinity: Fire Resistance
Elemental Affinity: Lightning Resistance
Elemental Affinity: Poison Resistance
Elemental Weapon: Acid
Elemental Weapon: Cold
Elemental Weapon: Fire
Elemental Weapon: Lightning
Elemental Weapon: Thunder
Elixir of Barkskin
Elixir of Darkvision
Can see in the dark up to 12 m / 40 ft.
Elixir of Guileful Movement
Elixir of The Colossus
Endless Rage
Confers all the normal bonuses and resistances of the Rage variant of the Barbarian 's chosen subclass, plus:
Deal an additional 1d4 Physical damage with weapon attacks (damage type inherited from equipped weapon)
Suffer 1d4 Psychic damage per turn
Rage does not end until the Barbarian uses the End Rage Bonus Action or becomes incapacitated.
Enlarged
Entropic Ward
Missed an attack on a warlock. The warlock has Advantage on their next Attack roll against the affected entity.
Expeditious Retreat
False Life
Feather Fall
Fiendish Resilience: Acid
Fiendish Resilience: Bludgeoning
Fiendish Resilience: Cold
Fiendish Resilience: Fire
Fiendish Resilience: Force
Fiendish Resilience: Lightning
Fiendish Resilience: Necrotic
Fiendish Resilience: Piercing
Fiendish Resilience: Poison
Fiendish Resilience: Psychic
Fiendish Resilience: Radiant
Fiendish Resilience: Slashing
Fiendish Resilience: Thunder
Fire Shield: Chill
Wreathed in ice-cold flames.
Sheds light in a 3m / 10ft radius.
Has Resistance to Fire damage.
Deals 2d8 Cold damage to anyone who hits with a melee attack.
Fire Shield: Warm
Wreathed in scorching flames.
Sheds light in a 3m / 10ft radius.
Has Resistance to Cold damage.
Deals 2d8 Fire damage to anyone who hits with a melee attack.
Flight
Fly up to target position, up to 18 m / 60 ft each turn using your Movement Speed .
Freedom of Movement
Frenzied
Deal an additional 2 (increased to 3 at level 9) 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 .
Frenzied Spores
Glut has increased hit points and Strength . It has access to more spore spells.
Gaseous Form
Ghastly Fume
The affected entity's foul stench creates a pungent cloud that Nauseates all creatures around it.
Great Weapon Master: Bonus Attack
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.
Guidance
Guided Strike: Active