Sourcemined
Baldur's Gate 3
Verified on build 256056171,505 entries

Conditions · page 15

Every condition and status effect with exactly what it does, how long it lasts and what ends it, its damage each turn, and every spell, item and feature that applies, removes or prevents it.

1,505 entries
About to ExplodeThis grenade will explode at the end of its turn!Effect—1
Ambushing BiteThe creature's next bite may Ambush its target.Effect—1
Arrow of IlmaterCannot regain hit points.DebuffCan't regain hit points1
Avatar of TyrannyBane has come to Gortash's aid! Gortash has 150 temporary hit points, advantage to Strength Saving Throws and…Buff+4 Strength; 150 temporary hit points1
Bane's BrutalityAffected entity gains +1 to its Strength ability. This effect can stack.Buff+1 Strength1
Bound WeaponRitually bound to its wielder. The weapon can't be knocked out of the wielder's hand, and automatically retur…DebuffCan't be disarmed1
Chain of TyrannyAffected entity has only half its movement speed. When the chain breaks, it'll take 8d8 Force damage.Effect—1
Clown Face-PaintYou are unaffected by Hideous Laughter.DebuffCan't be Hideous Laughter1
Clown Face-Paint (variant 2)You are unaffected by Hideous Laughter.DebuffCan't be Hideous Laughter—
Eight Legged Waltz: ActiveThis round, the entity has extra movement speed and is resistant to poison damage.BuffResistant to Poison damage; +4.5 m movement speed—
EnwebbedCannot move. Attack Rolls against the affected entity have Advantage, while its Attack Rolls have Disadvantag…DebuffAttacks against it have Advantage; Disadvantage on attack rolls1
Githyanki War MagicCan make a weapon attack using a bonus action.BuffGrants Main Hand Attack; Grants Ranged Attack—
Hoots' Hooch: Bad BreathCharacters attacking you in melee become Nauseous.Effect—1
Hoots' Hooch: Beast TongueYou're pretty sure you could speak to animals if you tried.DebuffDisadvantage on Charisma checks; Disadvantage on Animal Handling checks1
Hoots' Hooch: BlackoutCharacter is unconscious.ConditionAutomatically fails Strength saving throws; Automatically fails Dexterity saving throws1
Hoots' Hooch: GiftedYou can read minds, but become Vulnerable to Psychic damage.DebuffVulnerable to Psychic damage1
Hoots' Hooch: Size InstabilityReduce and Enlarge each turn.Effect—1
Hoots' Hooch: StonedTemporarily Petrified - perhaps with lingering side-effects.ConditionResistant to Piercing damage; Resistant to Bludgeoning damage1
Improved Warding Flare AuraDebuffAttacks against it have Disadvantage—
Incineration Caster: ChargingAt the end of its turn, this device will deal 10d6 Fire damage to creatures within the designated area.Effect——
Love ProtectsYour beloved is close: your Armour Class is increased by 1.Effect—1
Lycanthropic FuryYour Strength is increased by 4 and Armour Class is reduced by 2.Rage+4 Strength; −2 Armour Class—
Malfunctioning Shell of ResistanceThe Micromodron Force Curtain malfunctioned, making this character vulnerable to elemental damage for one tur…DebuffVulnerable to Fire damage; Vulnerable to Cold damage1
Mating FrenzyThe alioramus has detected mating pheromones and is understandably a bit feral. It deals 5 Main Melee Weapon…BuffImmune to Frightened effects; Immune to Charmed effects1
MenacedThe next attack against this creature will be a Critical Hit.EffectHits against it are critical hits within 30 m1
Phase Optimiser ActiveThe affected entity gains an additional action.Buff+1 Action1
Raging VortexAffected entity is Silenced and is being dealt 2d8 Bludgeoning damage per turn while remaining in the vortex.Debuff2d8 Bludgeoning damage each turn1
Raging Vortex AuraAffected entity is Silenced and takes 2d8 Bludgeoning damage per turn while remaining in the vortex.Effect—1
Reflectoguard ActiveAny projectile fired at this character is sent back to where it came from.EffectDeflects projectiles1
RegenerationThe wood woad regains 10 hit points if it starts its turn on twisting vines unless it recently took Fire dama…Buff——
Regeneration BrokenThe wood woad was damaged by Fire and will not regenerate.DebuffCan't regain hit points—
Shell of ResistanceGortash has Immunity to Thunder damage, Resistance to physical and elemental damage for one turn, an extra bo…Buff+1 Bonus Action; +3 m movement speed1
Shredded ArmourArmour Class has been reduced by 2. Removed by healing.Debuff−2 Armour Class1
ShroudedThis painting is obscured while within 6 m of the Judge.Curse—1
Starry Form: ArcherIn Starry Form. As a Bonus Action, you can cast Luminous Arrow.ShapeshiftGrants Dismiss Wild Shape; Grants Luminous Arrow2
Starry Form: ChaliceIn Starry Form. Whenever you cast a healing spell that consumes a spell slot, you can cast Chalice Healing.ShapeshiftGrants Dismiss Wild Shape; Grants Chalice Healing2
Starry Form: DragonIn Starry Form. When you make a Saving Throw to maintain Concentration on a spell, a roll result of 9 or lowe…ShapeshiftGrants Dismiss Wild Shape; Grants Dazzling Breath2
Vow of EnmitySpellcaster has Advantage on Attack Rolls against the affected entity.DebuffWhoever applied it has Advantage on attacks against it1
Wall of Fire: AuraEngulfed in a wall of blazing flames. The affected entity takes 5d8 Fire damage per turn it stays within 3 m…Effect—3
Wall of Fire: Aura (variant 2)Engulfed in a wall of blazing flames. The affected entity takes 6d8 Fire damage per turn it stays within 3 m…Effect—2
Wall of Fire: Aura (variant 3)Engulfed in a wall of blazing flames. The affected entity takes 7d8 Fire damage per turn it stays within 3 m…Effect—1
Wall of IceA pillar made of solid ice. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Co…Effect—2
Wall of ThornsWalking through a wall of pliable, twisted thorns. While within the wall, the affected entity's movement spee…Effect—2
Wall of Thorns (variant 2)Giant, twisted thorns have sprouted from the ground. They deal 7d8 Piercing damage per turn, and quarter the…Effect——
War Gods BlessingThe first attack roll has a +10 bonus.Buff+10 to attack rolls1
Warding BondAffected entity has a +1 bonus to Armour Class and Saving Throws, and Resistance to all damage. Each time it…Buff+1 Armour Class; +1 to saving throws3
Warding Bond (Effect)Creature is bound to an ally. Each time the ally takes damage, the creature takes the same amount of damage.Effect—3
Warding FlareThe next attack against this creature has Disadvantage.DebuffAttacks against it have Disadvantage1
Water Layer ProtectionPrevented from Burning. Resistant to Fire damage but Vulnerable to Lightning and Cold damage.Buff+2 Armour Class; +2 to saving throws1
WetPrevented from Burning. Resistant to Fire damage but Vulnerable to Lightning and Cold damage.DebuffCan't be Burning; Can't be Wild Magic: Burning14
WhirlwindCreatures in this whirlwind may become Restrained.Effect—1
Wholeness of BodyAffected entity has an extra bonus action and recovers 1 Ki Point every turn.Buff+1 Bonus Action1
Wild Magic: BurningTakes 1d6 Fire damage at the start of each turn.Debuff1d6 Fire damage each turn1
Wild Magic: Cat FormFlickering, unreliable magic has polymorphed you into a cat.Shapeshift—1
Wild Magic: Dark TendrilsSurrounded by tendrils of wild, shadowy magic. Gained 1d12 temporary hit points.Effect1d12 temporary hit points1
Wild Magic: Dog FormFlickering, unreliable magic has polymorphed you into a dog.Shapeshift—1
Wild Magic: Enchant WeaponsThe next attack with your main weapon is a Critical Hit and deals an additional 1d4 Force damage.Buff+1d4 Force damage with weapon attacks2
Wild Magic: Enchant Weapons (Effect)The next attack with this weapon is a Critical Hit and deals an additional 1d4 Force damage.EffectEvery hit it lands is a critical hit (under a condition)1
Wild Magic: Explosive HealingYour spells of Level 1 and higher heal all creatures in a 3 m radius for 1d4 hit points per spell slot level.Effect—1
Wild Magic: Intangible SpiritCan summon an Intangible Spirit each turn, until the end of their Rage.BuffGrants Wild Magic: Intangible Spirit1
Wild Magic: Light BoltCan shoot a Bolt of Light from their chest each turn, until the end of their Rage.BuffGrants Wild Magic: Bolt of Light1
Wild Magic: Magic RetributionProtected by a wild, vengeful magic. Until the end of the barbarian's Rage, enemies that hit them take 1d6 Fo…Effect—1
Wild Magic: Protective LightsProtected by multicoloured lights. Until the end of the barbarian's Rage, the barbarian and any allies within…Buff+1 Armour Class1
Wild Magic: Protective Lights (variant 2)Surrounded by a barbarian's wild magic. Has a +1 bonus to Armour Class until the end of the barbarian's Rage.Buff+1 Armour Class1
Wild Magic: Sorcery PointsEach spell you cast restores Sorcery Points equal to its spell slot level.Effect—1
Wild Magic: SwapCasting a spell or cantrip makes you switch positions with a targeted creature.Effect—1
Wild Magic: TelekinesisYou are able to use Telekinesis without expending a spell slot.BuffGrants Telekinesis1
Wild Magic: TeleportCan use a bonus action to teleport up to 9 m.BuffGrants Wild Magic: Teleport1
Wild Magic: Teleport (variant 2)Can Teleport each turn, until the end of their Rage.BuffGrants Wild Magic: Teleport1
Wild Magic: Turn MagicAt the start of each turn, triggers a random magical effect.Effect—1
Wild Magic: Vine GrowthSurrounded by flowers and vines. Until the end of the barbarian's Rage, the ground within 5 m of them is Diff…Effect—1
Wild Magic: Weapon InfusionMagic infuses this weapon. Until the end of the barbarian's Rage, it deals an additional 1d6 Force damage and…BuffWeapon property: Thrown; Weapon property: Light1
Wild Shape: Air MyrmidonShapeshiftDarkvision 18 m; Can't cast spells2
Wild Shape: BadgerShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: Badger (variant 2)ShapeshiftDarkvision 12 m; Can't cast spells1
Wild Shape: BearShapeshiftCan't cast spells1
Wild Shape: Black BearShapeshiftCan't cast spells1
Wild Shape: BoarShapeshiftCan't cast spells1
Wild Shape: CatShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: Deep RothéShapeshiftDarkvision 24 m; Can't cast spells2
Wild Shape: Deep Rothé (variant 2)ShapeshiftDarkvision 24 m; Can't cast spells1
Wild Shape: DilophosaurusShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: Dire RavenShapeshiftCan't cast spells; Grants Dismiss Wild Shape2
Wild Shape: Dire Raven (No fall damage)ShapeshiftCan't cast spells; No fall damage1
Wild Shape: Dire WolfShapeshiftCan't cast spells; Grants Dismiss Wild Shape2
Wild Shape: Dire Wolf (variant 2)ShapeshiftCan't cast spells1
Wild Shape: Earth MyrmidonShapeshiftDarkvision 18 m; Can't cast spells2
Wild Shape: Fire MyrmidonShapeshiftDarkvision 18 m; Can't cast spells3
Wild Shape: Fire Myrmidon (variant 2)ShapeshiftDarkvision 18 m; Can't cast spells1
Wild Shape: Giant SpiderShapeshiftDarkvision 24 m; Can't be Enwebbed2
Wild Shape: Grey BearShapeshiftCan't cast spells1
Wild Shape: OwlbearShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: PantherShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: Polar BearShapeshiftCan't cast spells; Grants Dismiss Wild Shape2
Wild Shape: Polar Bear (variant 2)ShapeshiftCan't cast spells1
Wild Shape: Sabre-Toothed TigerShapeshiftDarkvision 12 m; Can't cast spells2
Wild Shape: Water MyrmidonShapeshiftDarkvision 18 m; Can't cast spells2
Wild Shape: WolfShapeshiftCan't cast spells1
Witch BoltThe spellcaster can activate the arc linking it to this creature to automatically deal 1d12 Lightning damage.Effect—4
Writhing TideYour swarm is protecting you from surface effects.BuffGrants Writhing Tide: Fly2