Status Effect | Explanations | |
---|---|---|
Acid | Reduces armor by 2. | |
Arms of Hadar | Can't take reactions. | |
Alcohol | Deals explosive damage. | |
Bane | 1d4 penalty to attack rolls/saving throws. | |
Bleeding | Two slashing damage each turn. It is a disadvantage on saving throws. | |
Blinded | Half ranged attack and disadvantage on attack rolls. | |
Burning | On each turn, you get 1d4 fire damage | |
Charmed | It cannot attack caster because it has an advantage on charisma checks against this target. | |
Chest Trauma | Has a disadvantage on constitution saving throws, -1 Action | |
Chilled | Vulnerable to cold-type damage but resistant to fire-type damage. | |
Chill Touch | Cannot heal | |
Color Spray | Reduces ranged attack distance, disadvantage on attack rolls but advantage on attack rolls against this target. | |
Crippled | Cannot move and disadvantage on dexterity throws. | |
Dazed | Cannot take Reactions, Loses Dex bonus to Armor, Disadvantage on Wisdom Saving Throws | |
Difficult Terrain | Movement speed is halved, which is indicated by a red line in the travel preview. | |
Downed | Death Saving Throws begin, 3 Successes before 3 Failures means you don't die, and Any HP gain cancels Downed. | |
Electrocuted | 1d4 lightning damage each turn | |
Encumbered | Your movement is reduced, and the jump distance is halved. | |
Ensnared | 1d6 Piercing damage each turn, Cannot move, Disadvantage on Dex Saving Throws and Attack Rolls, Attack Rolls against Ensnared targets have Advantage | |
Entangled | Cannot move, Disadvantage on Dex Saving Throws and Attack Rolls, Attack Rolls against Ensnared targets have an Advantage | |
Enthralled | Under the control of another entity and cannot take | |
Faerie Fire | Attacks against this target have the advantage | |
Feeble | Strength-based attacks deal half the damage. | |
Frenzied | +2 damage with Melee and Thrown weapons, Grants Resistance to Physical damage and Advantage on STR Checks | |
Frightened | Cannot Move, Disadvantage on Checks and Attack Rolls | |
Frostbite | Taes an additional one cold damage per stack | |
Gaping Wounds | Piercing damage against the creature | |
Goaded | Must attack caster | |
Hamstrung | Halved movement distance | |
Hastened | +2 Armor, Advantage on Dexterity Saving Throws, x2 movement distance, +1 Action, Becomes lethargic next turn | |
Hemorrhaged | Bleeds for 1d6 damage at the end of the affected creature's turn | |
Heavily Encumbered | Movement dramatically reduced, Not able to Jump or Climb, Disadvantage on all Ability Checks and Attack Rolls | |
Hideous Laughter | Cannot move or attack (knocked prone), Disadvantage on Strength/Dex saving throws, Can only be Saved at end of turn or when being attacked | |
Hunters Mark | +1d6 damage from caster, Advantage on Perception, and Survival checks against a target for caster | |
Hypnotized | No actions can be taken | |
Incapacitated | Cannot act or read | |
Infested | 1d4 Piercing and 1d4 Poison damage each turn, Spreads to melee attackers | |
Lethargic | Cannot take actions as a result of Haste or similar effect wearing off | |
Maddened | Automatically attacks the nearest creature | |
Mental Fatigue | - 1 to CHA, INT, and WIS saving throws | |
Nauseated | Vulnerable to psychic and acid damage, | |
Newborn | Disadvantage on Attack Rolls, Reduced AC & HP, Cannot take Reactions | |
Off Balance | Disadvantage on Strength/Dex checks, Advantage on Attack Rolls against the target | |
Paralyzed | Incapacitated Automatically fails all Strength/Dex checks, Advantage on Attack Rolls against the target | |
Pinched | 2 Pinch damage each turn, -3 m (10 ft) movement distance | |
Poisoned | Disadvantage on attack rolls and ability checks | |
Poisonous Fumes | 1d4 poison damage each turn by staying in the area | |
Prone | Can't move, act, or react, Disadvantage on Strength/Dex Saving Throws, Advantage against Prone targets within melee range | |
Radiating Orb | -1 to Attack Rolls per stack, Sheds light from the affected creature | |
Ray of Frost | 10 feet moving distance | |
Reduced | Size is physically smaller, -1d4 damage with all Weapon-based attacks, Disadvantage on Strength Saving Throws and Ability Checks | |
Reeling | -1 to attack rolls for each stack | |
Restrained | Cannot move, but attack rolls gain advantage against affected creature | |
Reverberation | -1 to STR, DEX, and CON saves per stack | |
Shocked | Shocked: Cannot react, Disadvantage on Dexterity Saving Throws and Ability Checks | |
Silenced | Cannot cast spells, Immune to Thunder-type damage | |
Sleeping | Incapacitated, Automatically fails all Strength/Dex Saving Throws, Advantage on attacks made against Sleeping targets, Auto-crits when in melee range, Taking damage nullifies the effect. | |
Slightly Drunk | +2 STR, Disadvantage on CHA and DEXn checks | |
Spiteful Suffering | 1d4+CHA modifier Necrotic damage every turn, Advantage on Attack Rolls made against targets with Spiteful Suffering | |
Steeped in Bliss | Grants Advantage on Physical checks (STR, DEX, CON), Grants Disadvantage on mental Saving Throws (WIS, CHA, INT), Vulnerable to Psychic-type damage | |
Stunned | Cannot move, act, attack, or even take bonus actions. | |
Surprised | Cannot take any actions as an enemy team can take theirs for "free." | |
Threatened | Disadvantage on ranged attack rolls | |
Turned | Must move away from caster as much as possible, Cannot move within 9m of caster, Cannot take Reactions, Taking damage nullifies the effect | |
True Strike | Attacks gain an advantage against affected creatures | |
Twisting Vines | 1d4 piercing damage each turn and halves movement speed | |
Unconscious | Cannot participate in Baldurs gate 3 combat | |
Vicious Mockery | Disadvantage on attack rolls (only one time) | |
Weak Grip | Disadvantage on strength attack rolls and saving throws | |
Wet | Resistant to fire damage and vulnerable to lightning/cold damage |
Characters who become Wet will remove any blood and dirt that has accumulated on them and their armor. Cold damage will remove their resistance, but vulnerability will not be transferred to the affected element.
In BG3, a disadvantage can make it difficult to pass ability checks, attack rolls, or saving throws. A disadvantage makes you roll two D20s and take the lower of both.
Drunk is a negative status effect that occurs when the player consumes too much alcohol. When a player gets this negative status condition, they will face a disadvantage on Dexterity and Charisma checks.
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