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Status properties/InitiateCombat

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InitiateCombat is a status property.

List of conditions with InitiateCombat[edit source]

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Condition Effects

Abjure Enemy: FrightenedAbjure Enemy: Frightened

Abjure Enemy: SlowAbjure Enemy: Slow

  • The affected creature's Movement speed is halved. Taking damage ends this condition.

AcidAcid

AmbushedAmbushed

  • Taking damage or being Helped ends this condition.

Assassin's BloodAssassin's Blood

  • Creature must succeed a Constitution Saving throw or take 1d12PoisonPoison and get Poisoned until the next Long Rest.
  • On a successful save, it still takes half damage.

Auntie Ethel's Special BrewAuntie Ethel's Special Brew

BaneBane

BefuddledBefuddled

  • Affected entity can't control its actions and wanders around without direction.

Bhaal's Murderous MarkBhaal's Murderous Mark

  • Affected entity's death grants a +1 Armour Class Armour Class bonus to the Slayer.

Black TentaclesBlack Tentacles

  • Restrained by dark tendrils. Affected entity can't move and takes 3d6BludgeoningBludgeoning damage per turn.

BleedingBleeding

BlindedBlinded

  • The affected creature has Disadvantage Icon.png Disadvantage on Attack rolls.
  • The affected creature's range of attacks and spells reduced to 3 m / 10 ft.
  • Attack rolls against affected creatures have Advantage Icon.png Advantage.

BlindedBlinded

  • The affected creature has Disadvantage Icon.png Disadvantage on Attack rolls.
  • Ranged attacks and spells of the affected creature have a range of 3 m / 10 ft.
  • Attack Rolls against affected creatures have Advantage Icon.png Advantage.
  • At the end of each turn, the affected creature makes a Constitution saving throw. If successful, the condition is removed.

BlindnessBlindness

  • The affected creature has Disadvantage Icon.png Disadvantage on Attack rolls.
  • Ranged attacks and spells of the affected creature have a range of 3 m / 10 ft.
  • Attack Rolls against affected creatures have Advantage Icon.png Advantage.
  • At the end of each turn, the affected creature makes a Constitution saving throw. If successful, the condition is removed.

BloodlessBloodless

Brewed-Up BellyglummerBrewed-Up Bellyglummer

BurningBurning

BurningBurning

  • Takes 1d4FireFire damage per turn.
  • Can be removed with the Help Help action, using a Healing Potion or gaining Wet Wet.
  • Immune from if Wet Wet.
  • Dip Dip action can be used on Burning characters or objects.

Burning FiercelyBurning Fiercely

  • Takes 1d10FireFire damage per turn.

CatatonicCatatonic

  • Art Cullagh has shut down and seems completely unresponsive to whatever is happening around him.

Cheater's FollyCheater'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.

Chest TraumaChest Trauma

ChilledChilled

Cloud of DaggersCloud of Daggers

CloudkillCloudkill

  • While it remains in the cloud, affected entity takes 5d8PoisonPoison damage every turn.

CocoonedCocooned

Colour SprayColour Spray

  • Attack Rolls against Blinded creatures have Advantage Icon.png Advantage.

Command: FleeCommand: Flee

Command: GrovelCommand: Grovel

ConfusedConfused

  • Affected entity is hostile to everyone, wanders around aimlessly, and occasionally skips turns in its stupor

Confused StuporConfused Stupor

  • Too confused to act - affected entity wastes its turn doing nothing.

Crown of MadnessCrown of Madness

  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.

Demonspirit MadnessDemonspirit 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 Wisdom saving throw. On a successful save, the condition is removed.

DisarmedDisarmed

  • Affected entity has dropped its weapon to the ground, similar to Weapon Dropped! Weapon Dropped!.

DistractedDistracted

Not paying any attention to their surroundings.

The distractor's allies have Advantage Icon.png Advantage on their next Attack Roll against the creature.

ElectrocutedElectrocuted

  • Takes 1d4LightningLightning damage at the start of each turn.

EnsnaredEnsnared

EnwebbedEnwebbed

Eyebite: SickenedEyebite: Sickened

FearfulFearful

  • Has Disadvantage Icon.png 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.

Fetid AuraFetid Aura

  • All nearby creatures fall victim to the ooze's Fetid Fumes and 1d6AcidAcid per turn.

Flaming AuraFlaming Aura

  • Creature is standing within 1.5 m / 5 ft of a flaming sphere and will take 2d6FireFire at the end of its turn. On a successful save, it will still take half damage.

Flaming SphereFlaming Sphere

  • Enemies and objects within 1.5 m / 5 ft of the sphere at end of their turn take
    2d6 (2~12) FireFire
    damage. On a successful save, it still takes half damage.

Fractured PsycheFractured Psyche

Fractured PsycheFractured Psyche

FrightenedFrightened

FrozenFrozen

GarrottedGarrotted

  • Affected entity is being strangled by a garrotte. It is Silenced and takes 3d6BludgeoningBludgeoning 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.

HarmHarm

  • Affected entity's maximum Hit Points have been reduced by the damage inflicted by the Harm spell
  • This condition is a Disease

Hellfire CurseHellfire Curse

Hellish SphereHellish Sphere

  • Creature is standing within 3 m / 10 ft of a flaming sphere and will take 6d6FireFire damage at the end of its turn. On a second save, it will still take half damage.
  • Dexterity save

Hellish SphereHellish Sphere

  • Enemies and objects within 3 m / 10 ft of the sphere at the end of their turn take 6d6FireFire. On a successful save, they still take half damage.

Hexblade's CurseHexblade's Curse

  • Cursed by a Hexblade warlock. The warlock who cursed this entity adds their proficiency bonus to damage rolls against them. The number they need to roll a Critical Hit while attacking this entity is also reduced by 1.

Hexed: CharismaHexed: Charisma

Hexed: ConstitutionHexed: Constitution

Hexed: DexterityHexed: Dexterity

Hexed: IntelligenceHexed: Intelligence

Hexed: StrengthHexed: Strength

Hexed: WisdomHexed: Wisdom

Hideous LaughterHideous Laughter

Holy FireHoly Fire

Houndmaster's PreyHoundmaster's Prey

Hunter's Mark QuarryHunter's Mark Quarry

  • Affected entity suffers an additional 1d6WeaponWeapon damage if the spellcaster hits it with a weapon attack.

HystericalHysterical

  • Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?

Infernal BurningInfernal Burning

Insect PlagueInsect Plague

MadnessMadness

  • Hostile to everyone in the vicinity.

MaimedMaimed

MalfunctioningMalfunctioning

Miasmic Mists AuraMiasmic Mists Aura

  • At the start of Cazador's turns, this creature may become Blinded Blinded and take 3~18NecroticNecrotic while within 4 m / 13 ft of the vampire.

Mirth-WrackedMirth-Wracked

Missing PetsMissing Pets

MoonbeamMoonbeam

  • Creature is engulfed by ghostly flames that dead 2~20RadiantRadiant damage per turn. On a successful save, the creature still takes half damage.

MoonbeamMoonbeam

  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10RadiantRadiant. On a successful save, targets still take half damage.

MoonfireMoonfire

  • The blessing of Dame Aylin's divine mother deals 2d10RadiantRadiant to foes that come within 3 m / 10 ft of her or start their turn there.

MuddyMuddy

Murderous Dagger CloudMurderous Dagger Cloud

Nature's WrathNature's Wrath

Necromantic RestraintsNecromantic Restraints

  • Affected entity can't move.

Necrotic AuraNecrotic Aura

  • Gale exudes Necrotic energy. Nearby creatures take 1d4NecroticNecrotic every turn.

Noxious FumesNoxious Fumes

  • Hostile creatures in a radius of 3 m / 10 ft take 1d4AcidAcid damage.

Noxious FumesNoxious Fumes

Off BalanceOff Balance

Oily SupOily Sup

PacifiedPacified

  • Incapacitated. Can't move or take actions, bonus actions, or reactions.

ParalysedParalysed

ParalysedParalysed

PetrifiedPetrified

Phantasmal ForcePhantasmal Force

Haunted by an echo of the last thing that attacked them.

  • Takes 1d6PsychicPsychic damage each turn.
  • When the target takes damage from another source, Phantasmal Force changes to that damage type.
  • At the end of each turn, the target makes an Intelligence saving throw. On a success, the condition ends.

Phantasmal KillerPhantasmal Killer

  • Affected entity is haunted by its worst nightmares.

PinchedPinched

PoisonedPoisoned

PoisonedPoisoned

PoisonedPoisoned

PoisonedPoisoned

Poisonous FumesPoisonous Fumes

ProneProne

Purple Worm ToxinPurple Worm Toxin

  • Affected entity takes 1d10PoisonPoison damage at the end of its next turn.

Rampart AuraRampart Aura

RestrainedRestrained