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[[Main Page]] > [[Character Abilities]] > [[Condition]]
'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can also be removed with the right spell or potion.  
----
'''Conditions''' are resulted by effects of [[Spell|Spells]], Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.


== List Of Conditions ==
== Stack ID ==
All conditions have a stack ID that are not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the stack ID {{code|HASTE}}. What happens when applying the same condition again or a applying a condition with the same stack ID, is decided by the [[stack type]] and/or [[stack priority]] of the condition you are applying.


=== [[File:Blinded Condition Icon.png|frameless|upright=0.15]] Blinded ===
== Stack type ==
----
Stack type determines what happens when applying a condition, when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration.  
[[File:Blinded Condition Tooltip.png|frameless|left]]
 
There are four different stack types:
{| class="wikitable"
; Stack
! Description
: The new condition is applied separately, allowing multiple instances of the same condition.
|-
; Ignore
|
: The new condition is not applied, and the present stays as it is keeping its current duration. Often used by equipment variation of conditions, e.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
* Ranged attacks and spells have a range of <code>4.5m / 15ft</code> and [[Attack Rolls]] suffer [[Disadvantage]].
; Overwrite
* Attacks Rolls against Blinded creatures have [[Advantage]].
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
|}
; Additive
{{clear}}
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaining.


=== [[File:Bleeding Condition Icon.png|frameless|upright=0.15]] Bleeding ===
== Duration ==
----
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions that are active based on something else, like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. There are also conditions that don't lose duration over time. This may be conditions that lose duration as a result of something else, like {{cond|Arcane Ward}} which loses duration when you are hit. Conditions also don't lose duration if you are in dialogue or a cutscene. However, this only counts for character that are part of the dialogue/cutscene and not just listening in.
[[File:Bleeding Condition Tooltip.png|frameless|left]]
{| class="wikitable"
! Description
|-
|
* Take <span style="color:darkgray">2</span> [[Damage Types|<span style="color:darkgray">Slashing Damage</span>]]</code> at the start of each turn and has [[Disadvantage]] on Constitution [[Saving Throws]].
* Remove by healing.
|}
{{clear}}


=== [[File:Blurred Condition Icon.png|frameless|upright=0.15]] Blurred ===
[[Tick type]] is a mechanic that determines when a condition loses its duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
----
[[File:Blurred Condition Tooltip.png|frameless|left]]


{| class="wikitable"
=== Tick type ===
! Description
Tick type determines when a condition loses its duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game.  
|-
|
* Attackers have [[Disadvantage]] on [[Attack Rolls]] against this creature, unless they do not rely on sight or can see through illusions.
|}
{{clear}}


=== [[File:Charmed Condition Icon.png|frameless|upright=0.15]] Charmed ===
The different tick types are:
----
; StartTurn
[[File:Charmed Condition Tooltip.png|frameless|left]]
: The condition loses its duration at the start of the creature's turn.
; EndTurn
{| class="wikitable"
: The condition loses its duration at the end of the creature's turn. An example of this is [[Blade Ward (Condition)|Blade Ward]]. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends its turn, for example using {{SAI|Action Surge}}.
! Description
; StartRound
|-
: The condition loses its duration at the start of the ''round''. The start of the round happens before the first creature in the initiative order starts its turn.
|
; EndRound
* Can't attack spellcaster.  
: The condition loses its duration at the end of the ''round''. The end of the round happens after the last creature in the initiative order ends its turn.
* Spellcaster has [[Advantage]] on Charisma [[Checks]].
|}
{{clear}}


=== [[File:Dash Condition Icon.png|frameless|upright=0.15]] Dash ===
== Status properties ==
----
Some conditions have special properties that make them behave in different ways like initiating combat or not losing duration over time.
[[File:Dash Condition Tooltip.png|frameless|left]]


Here is a list of all Status properties:
{| class="wikitable"
{| class="wikitable"
! Description
! Name !! Description
|-
| {{SP|None}} ||
|-
| {{SP|Performing}} ||
|-
| {{SP|InitiateCombat}} ||
|-
| {{SP|BringIntoCombat}} ||
|-
| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed.
|-
| {{SP|IsChanneled}} ||
|-
| {{SP|IsInvulnerable}} || Creatures this condition is applied to can not take damage.
|-
| {{SP|ExcludeFromPortraitRendering}} ||
|-
| {{SP|LoseControl}} ||
|-
| {{SP|ForceNeutralInteractions}} ||
|-
| {{SP|PeaceOnly}} || Can only be used outside combat.
|-
| {{SP|AllowLeaveCombat}} ||
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
| {{SP|IgnoredByImmobilized}} ||
|-
| {{SP|Blind}} ||
|-
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
|-
| {{SP|TickingWithSource}} ||
|-
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
|-
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
|-
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
|-
| {{SP|ExecuteFunctorsOnOwner}} ||
|-
| {{SP|IsInvulnerableVisible}} ||
|-
| {{SP|ApplyToDead}} ||
|-
| {{SP|GiveExp}} ||
|-
| {{SP|Burning}} ||
|-
| {{SP|NonExtendable}} ||
|-
|-
|
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
* [[Movement Speed]] is doubled.
|-
|}
| {{SP|UnavailableInActiveRoll}} ||
{{clear}}
|-
 
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
=== [[File:Downed Condition Icon.png|frameless|upright=0.15]] Downed ===
|-
----
| {{SP|UnsheathInstrument}} ||
[[File:Downed Condition Tooltip alt.png|frameless|left]]
|-
 
| {{SP|IndicateDarkness}} ||  
{| class="wikitable"
|-
! Description
| {{SP|LoseControlFriendly}} ||  
|-
|-
|
| {{SP|DisableCapabilitiesMessage}} ||  
* You are Unconscious and must make Death Saving Throws.
* On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die.
* If you regain any [[Hit Points]], lose Downed. Or an ally Helps you, regain 1 Hit Point.
|}
{{clear}}
 
=== [[File:Exposing Bite Condition Icon.png|frameless|upright=0.15]] Exposing Bite ===
----
[[File:Exposing Bite Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
|
| {{SP|AllowLeaveDisallowJoinCombat}} ||
* Creature is distracted. The next attack against the creature from wihtin <code>1.5m / 5ft</code> is guaranteed to be a critical hit.
|}
|}
{{clear}}
=== [[File:Frenzied Condition Icon.png|frameless|upright=0.15]] Frenzied ===
----
[[File:Frenzied Condition Tooltip.png|frameless|left]]


{| class="wikitable"
== Condition types ==
! Description
Some conditions have a "type" that indicates how the condition can be removed, prevented, or how it reacts to other actions.
|-
|
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Has Resistance to [[Damage Types|physical damage]], and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].
* Frenzy ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
|}
{{clear}}


=== [[File:Goaded Condition Icon.png|frameless|upright=0.15]] Goaded ===
Here are some ways to remove or prevent certain conditions. For a full list of cures and preventions for each condition type, see their articles.
----
[[File:Goaded Condition Tooltip.png|frameless|left]]


{| class="wikitable"
{| class="wikitable"
! Description
! Type !! Representative<ref name="representative"/> !! Removal !! Prevention
|-
|-
|
| {{Condition Type|blinded}} || {{Cond|Blinded}}
* Must attack the goading creature, if possible.
||
|}
:{{SAI|Heal}}
{{clear}}
:{{SmItemIcon|Remedial Potion}}
 
:[[Blinded (Condition Type)#Removal|(more)]]
=== [[File:Light Condition Icon.png|frameless|upright=0.15]] Light ===
||
----
:{{RarityItem|Shar's Spear of Evening}}
[[File:Light Condition Tooltip.png|frameless|left]]  
:{{RarityItem|Steelwatcher Helmet}}
 
:[[Blinded (Condition Type)#Prevention|(more)]]
{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|charmed}} || {{Cond|Charmed}}
* This object has an aura of light with a radius of <code>12m / 40ft</code>
||
|}
:{{SAI|Dispel Evil And Good: Break Enchantment}}
{{clear}}
:{{SAI|Stillness of Mind}}
 
:[[Charmed (Condition Type)#Removal|(more)]]
=== [[File:Poisoned Condition Icon.png|frameless|upright=0.15]] Poisoned ===
||
----
:{{SAI|Fey Ancestry}} <ref name="adv" />
[[File:Poisoned Condition Tooltip.png|frameless|left]]
:{{SAI|Beguiling Defences}}
 
:{{SAI|Calm Emotions}}
{| class="wikitable"
:[[Charmed (Condition Type)#Prevention|(more)]] 
! Description
|-
|-
|
| {{Condition Type|cursed}} || ''(none)''
* Suffers [[Disadvantage]] on [[Attack Rolls]] and [[Checks|Ability Checks]].
||
|}
:{{SAI|Remove Curse}}
{{clear}}
:{{SAI|Greater Restoration}}
 
:[[Cursed (Condition Type)#Removal|(more)]]  
=== [[File:Prone Condition Icon 50px.png|frameless|upright=0.12]] Prone ===
||
----
:[[Cursed (Condition Type)#Prevention|(more)]]  
[[File:Prone Condition Tooltip.png|frameless|left]]


{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|diseased}} || ''(none)''
* Can't move or act, and has [[Disadvantage]] on Strength and Dexterity [[Saving Throws]].
||
* Attacks against a Prone creature have [[Advantage]] if they're made within <code>3m / 5ft</code> of the creature.
:{{SAI|Lesser Restoration}}
* A Prone creature must spend half its [[Movement Speed]] to stand up.
:{{SAI|Lay on Hands}}
|}
:{{SAI|Heal}}
{{clear}}
:[[Diseased (Condition Type)#Removal|(more)]]  
 
||
=== [[File:Rage Condition Icon.png|frameless|upright=0.15]] Rage ===
:{{SAI|Divine Health}}
----
:{{SAI|Purity of Body}}
[[File:Rage Condition Tooltip.png|frameless|left]]
:[[Diseased (Condition Type)#Prevention|(more)]]


{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|frightened}} || {{Cond|Frightened}}
* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
||
* Has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Dispel Evil and Good}}
* Cannot cast or concentrate on [[Spell|spells]].
:{{SAI|Stillness of Mind}}
* Rage ends early if the barbarian didn't attacked an enemy or take damage since their last turn.
:[[Frightened (Condition Type)#Removal|(more)]]
|}
||
{{clear}}
:{{SAI|Aura of Courage}}
 
:{{SAI|Calm Emotions}}
=== [[File:Rage Bear Heart Condition Icon.png|frameless|upright=0.15]] Rage: Bear Heart ===
:{{SAI|Heroism}}
----
:{{SAI|Nature's Ward}} <ref name="elemental-fey" />
[[File:Rage Bear Heart Condition Tooltip.png|frameless|left]]
:[[Frightened (Condition Type)#Prevention|(more)]]


{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|incapacitated}} || {{Cond|Incapacitated}}
* Deal 2 extra damage with melee and improvised weapons, and while throwing objects.
||
* Has Resistance to all damage except psychic damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:[[Incapacitated (Condition Type)#Removal|(more)]]  
* Cannot cast or concentrate on [[Spell|spells]].
||
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
:[[Incapacitated (Condition Type)#Prevention|(more)]]
|}
{{clear}}
 
=== [[File:Rage Eagle Heart Condition Icon.png|frameless|upright=0.15]] Rage: Eagle Heart ===
----
[[File:Rage Eagle Heart Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
|{{Condition Type|Maimed}}
|{{Cond|Maimed}}
|
|
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
:{{SAI|Lesser Restoration}}
* Can use [[Dash]] as a bonus action, and foes have [[Disadvantage]] on [[Opportunity Attacks]].
:{{SAI|Lay on Hands}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Heal}}
* Cannot cast or concentrate on [[Spell|spells]].
:[[Diseased (Condition Type)#Removal|(more)]]
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
|}
{{clear}}
 
=== [[File:Rage Elk Heart Condition Icon.png|frameless|upright=0.15]] Rage: Elk Heart ===
----
[[File:Rage Elk Heart Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|poisoned}} || {{Cond|Poisoned}}
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
||
* [[Movement Speed]] increased by <code>4.5m / 15ft</code>.
:{{MdItemIcon|Antidote}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:{{SAI|Lesser Restoration}}
* Cannot cast or concentrate on [[Spell|spells]].
:{{SAI|Lay on Hands}}
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
:[[Poisoned (Condition Type)#Removal|(more)]]  
|}
||
{{clear}}
:{{SAI|Protection from Poison}}<ref name="adv"/>
 
:{{SmItemIcon|Elixir of Poison Resistance}}
=== [[File:Rage Tiger Heart Condition Icon.png|frameless|upright=0.15]] Rage: Tiger Heart ===
:{{SAI|Purity of Body}}
----
:[[Poisoned (Condition Type)#Prevention|(more)]]  
[[File:Rage Tiger Heart Condition Tooltip.png|frameless|left]]


{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|polymorphed}} || {{Cond|Polymorphed}}
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
||
* Jump distance increased by <code>4.5m / 15ft</code>.
:Losing all your {{hp}}{{verify}}
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
:[[Polymorphed (Condition Type)#Removal|(more)]]  
* Cannot cast or concentrate on [[Spell|spells]].
||
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
:{{SAI|Immutable Form}}
|}
:[[Polymorphed (Condition Type)#Prevention|(more)]]  
{{clear}}
 
=== [[File:Rage Wolf Heart Condition Icon.png|frameless|upright=0.15]] Rage: Wolf Heart ===
----
[[File:Rage Wolf Heart Condition Tooltip.png|frameless|left]]
 
{| class="wikitable"
! Description
|-
|-
|
* Deal 2 extra damage with melee and improvised weapons, and when throwing objects.
* Allies have [[Advantage]] on melee [[Attack Rolls]] against enemies within <code>2m / 5ft</code>.
* Also has Resistance to physical damage, and [[Advantage]] on Strength [[Checks]] and [[Saving Throws]].
* Cannot cast or concentrate on [[Spell|spells]].
* Rage ends early if the barbarian didn't attack an enemy or take damage since their last turn.
|}
{{clear}}


=== [[File:Threatened Condition Icon.png|frameless|upright=0.12]] Threatened ===
| {{Condition Type|prone}} || {{Cond|Prone}}
----
||
[[File:Threatened Condition Tooltip.png|frameless|left]]
:{{SAI|Help}}
:[[Prone (Condition Type)#Removal|(more)]]  
||
:[[Prone (Condition Type)#Prevention|(more)]]  


{| class="wikitable"
! Description
|-
|-
|
| {{Condition Type|unconscious}} || ''(none)''
* An enemy is close. Has [[Disadvantage]] on ranged [[Attack Rolls]].
||
|}
:[[Unconscious (Condition Type)#Removal|(more)]]  
{{clear}}
||
:[[Unconscious (Condition Type)#Prevention|(more)]]  


=== [[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.13]] Wild Magic: Explosive Healing ===
----
[[File:Wild Magic Explosive Healing Condition Tooltip.png|frameless|left]]


{| class="wikitable"
! Description
|-
|
* Your spells of Level 1 and higher heal all creatures in a <code>3m / 10ft</code> radius for <span style="color:mediumturquoise">hit points</span> per [[Spell#Spell Slots|Spell Slot]] level.
|}
|}
{{clear}}
<references>
<ref name="adv">Gives {{Advantage}} on {{Saving Throw}}s</ref>
<ref name="elemental-fey">Elemental and fey only.</ref>
<ref name="representative">Many Condition Types have a specific condition that serves as the most basic form.</ref>
</references>


=== [[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.13]] Wild Magic: Enchant Weapons ===
== List of Conditions ==
----
Below is a few examples of conditions that can be applied to player characters and NPCs. Click the "more" button for a paginated listing of all conditions registered in the wiki's database.
[[File:Wild Magic Enchant Weapons Condition Tooltip.png|frameless|left]]


{| class="wikitable"
{{ConditionsTableHeader}}
! Description
{{#cargo_query: tables = conditions
|-
| fields = _pageName = page, name, icon, effects
|
| limit = 10
* The next attack with this weapon is a Critical Hit and deals an additional  <span style="color:crimson">1d4 Force damage</span>.
| order by = name
|}
| default = {{ConditionsTableEmpty}}
{{clear}}
| format = template
 
| template = ConditionsTableRow
=== [[File:Wild Magic Teleport Icon.png|frameless|upright=0.13]] Wild Magic: Teleport ===
| named args = yes
----
}}
[[File:Wild Magic Teleport Condition Tooltip.png|frameless|left]]
{{ConditionsTableFooter}}


{| class="wikitable"
[[Category:Gameplay mechanics]]
! Description
|-
|
* Can use a Bonus Action to teleport up to <code>9m / 30ft</code>.
|}
{{clear}}

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