Status Effects are more commonly referred to as Conditions in Baldur's Gate 3. These are special conditions that provides bonuses or penalties that affect a character for a certain amount of time. Positive effects are usually acquired through Skills, and Equipment, while negative effects come from enemy weapons and abilities. Status Effects can last for a certain number of turns or until the next short or long rest. There are also permanent statuses, that remain forever or until you perform a specific action, for example, drinking an antidote Potion. The Help action a target up. Can be used to remove some status effects like Prone, Downed, Sleeping, Enwebbed, and Ensnared.
Below you can find all Status Effects on Baldur's Gate 3 and how they affect the characters
Baldur's Gate 3 Status Effects
All Status Effects in Baldur's Gate 3
Quick Search of All Status Effects in Baldur's Gate 3:
Name | Effect |
---|---|
Acid |
Reduces Armour Class by 2. |
A Clown in Town |
Your face is painted. (Making Dolly Dolly Dolly angry while inside the Moonlantern.) |
Accursed Coins |
This cursed visage controls part of the coins protecting the Toll Collector. When a a visage is killed, Gerringothe Thorm loses 100 Hit Points and a piece of her coin armor. |
Alcohol |
Has Disadvantage on Dexterity and Charisma checks. |
Ancient Grudges |
Has Advantage on Attack Rolls against aberrations. |
Anointed in Splendour |
Has a +2 bonus to all Saving Throws. |
Arcane Acuity |
Affected entity has a +1 bonus to its spell Attack Rolls and spell Difficulty Class per turn remaining. |
Arcane Charge |
While Threatened, affected entity has a +1 bonus to damage with spells. |
Arcane Synergy |
Weapon attacks deal additional damage equal to affected entity's Spell Casting Ability Modifier. |
Aura of Leadership |
Nearby allies deal an additional 1d4 Force damage, as long as the hobgoblin isn't incapacitated. |
Awakened |
You can use all Illithid powers as a Bonus Action. |
Bane |
Receive a 1d4 penalty to attack rolls and saving throws. |
Bleeding |
Take 2 slashing damage at the start of each turn and has disadvantage on Constitution Saving Throws. |
Blinded |
Ranged attacks and spells have a range of 3m and Attack Rolls suffer Disadvantage. |
Blood |
Douses unprotected flames. Can be frozen. |
Bloodless |
Feels a bit woozy. -1 to Attack Rolls, Saving Throws, and most Ability Checks. |
Braced |
Spend 6m of your movement speed. For the rest of your turn, roll ranged damage twice and use the highest result. |
Burning |
Take an additional 1d4 Fire damage per turn for the duration. |
Buthir's Wrath |
Buthir is enraged! Strength increased by 4, Armour Class Reduced by 2. |
Calmed |
Can't be Charmed or Frightened. |
Caustic Brine |
Covered in caustic brine. Takes 1d4 Acid damage per turn. |
Charmed |
A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature. |
Chest Trauma |
Has Disadvantage on Constitution Saving Throws and has one fewer action. Removed by healing. |
Chilled |
Affected entity is Vulnerable to Cold damage and Resistant to Fire damage. |
Crippled |
Movement speed reduced to 0, and has Disadvantage on Dexterity Saving Throws. |
Dazed |
Has Disadvantage on Wisdom Saving Throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class. |
Dead |
This creature is dead. |
Death Wish |
Creature carries a powder keg. It could explode at any moment. |
Difficult Terrain |
Character moves at half speed. |
Distressed |
The Owlbear has sustained damage to its eye. It cannot make Critical Hits and has Disadvantage on Perception Checks. |
Downed |
If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. One 3 successes, you stop bleeding out and become Stable. On 3 failures, you die. If you regain any hit points, the conditions is removed. If an ally Helps you, you regain 1 hit point. |
Drunk |
Has Disadvantage on Dexterity and Charisma checks. |
Electrocuted |
Takes 1d4 Lightning damage at the start of each turn. |
Encumbered |
Carrying too much weight. Movement Speed reduced, and Jump distance is halved. |
Ensnared |
Ensnared creatures cannot move and take 1d6 Piercing at the start of each turn. |
Entangled |
Cannot move. Attack Rolls against the creature have Advantage. |
Enthralled |
No longer in control of itself. |
Enwebbed |
Cannot move. Attack rolls against you have Advantage, while your attack rolls have Disadvantage. You also have Disadvantage on Dexterity saving throws. |
Exhausted |
TBC |
Feeble |
Deal half damage with weapon attacks that use Strength. |
Frenzied |
Deal 2 extra damage with melee and improvised weapons, and when throwing objects. Has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. Cannot cast or concentrate on spells. |
Frightened |
A frightened creature has Disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear. |
Frostbite |
When taking cold damage, takes an additional 1 cold damage per turn of Frostbite remaining. |
Gaping Wounds |
Attacks against this creature deal an additional two piercing damage. Removed by healing. |
Haemorrhaged |
Bleeding from the inside. Suffers 1-6 Piercing damage at end of turn. |
Hamstrung |
Movement Speed reduced by 50%. |
Happy |
Astarion's vampiric hunger has been temporarily sated. +1 to all Attack Rolls, Saving Throws, and most Ability Checks. |
Heat |
Engulfed by a vengeful fire. Takes 1d4 fire damage each turn, but can use Heat Convergence. |
Heavily Encumbered |
Carrying far too much weight. Movement Speed heavily reduced, and you can no longer climb or Jump. You also have Disadvantage on Ability Checks and Attack Rolls, as well as Strength, Dexterity, and Constitution Saving Throws. |
Heavily Obscured |
You are hiding in a heavily obscured area. Expect to go undetected unless you get too close to another creature. |
Hypnotised |
Can't Move or take Actions, Bonus Actions, or Reactions. |
Incapacitated |
Cannot take Actions or Reactions. Lose Concentration, if maintaining a Concentration spell. |
Infested |
Crawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn. When hit with a melee attack, the infestation spreads to the attacker. Upon death, the infestation spreads to all nearby creatures. |
Invisible |
Has Advantage on Attack Rolls and imposes Disadvantage on enemy Attack Rolls. |
Lethargic |
Can't move or take Actions, Bonus Actions, or Reactions. |
Lightning Charges |
Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning Damage. |
Mad |
Instilled with magical madness. Will attack the nearest creature, other than the spellcaster. |
Magmatic Disturbance |
The presence of this creature disturbs nearby lava, making it bubble and explode. |
Magmatic Regeneration |
Regain 10d6 hit points when starting a turn in lava. |
Mirth-Wracked |
Stunned by a wild joke. Can't move or take Actions, Bonus Actions or Reactions until damaged. |
Momentum |
Increases movement by 1.5m (5 ft). Removed when Restrained, Incapacitated, Prone, or slowed down. |
Mud |
Difficult terrain - Character moves at half speed. |
Mystra's Benevolence |
Gale has Advantage to Concentration checks. |
Nauseated |
Vulnerable to Psychic and Acid damage until next Long Rest. |
Necromancy of Thay |
Gain Speak with Dead once per long rest. |
Newborn |
Gathering its bearings. Disadvantage on Attack Rolls, lowered Armour Class and Hit Points, and cannot take Reactions. |
Noxious Fumes |
Affected entity takes 1d4 Poison damage each turn. It must succeed a Constitution Saving Throw or take an additional 2d4 Poison damage, taking half damage in a success. |
Off Balance |
The effected entity has Disadvantage on Strength and Dexterity checks, and attack rolls against the entity have Advantage. |
Oil |
Flammable. |
Owlbear's Rage |
The Owlbear is enraged! Strength is increased by 2. |
Paralyzed |
Creature is Incapacitated. Automatically fails all Strength and Dexterity Saving Throws. Attack Rolls against the creature have Advantage. Any attack roll made against this creature by an attacker within 10 ft automatically hits and is an automatic Critical Hit. |
Pinched |
Takes 1d4 damage at the beginning of each turn and Movement Speed is reduced by 10ft. |
Poisoned |
Suffers Disadvantage on Attack Rolls and Ability Checks. |
Poisonous Fumes |
Takes 1d4 Poison damage per turn. Suffers Disadvantage on Attack Rolls and Ability Checks. |
Prepared |
Deal an additional amount damage with your melee weapon for the rest of the turn. |
Prone |
Inflicts disadvantage on Strength and Dexterity saving Throws. |
Radiating Orb |
Affected entity has -1 to Attack Rolls per remaining turn. It also sheds bright light in an area surrounding it. |
Rallied |
Maximum Hit Points increased by 8. |
Reckless Warcry |
Strength is increased by 3, while Armour Class is decreased by 1. |
Reeling |
Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining. |
Restrained |
Cannot move. Attack Rolls against the affected entity have Advantage, while the entity's Attack Rolls and Dexterity Saving Throws have Disadvantage. |
Reverberation |
Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per turn remaining. |
Sapped |
TBC |
Shattered |
Imbued with the gnawing exhaustion of endless labour. Receives an additional 1d4 piercing damage when struck with deep delver. |
Shocked |
Cannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity. |
Sickened |
Overwhelming, indescribable sickness. Vulnerable to most types of damage. |
Silenced |
Becomes unable to cast verbal Spells. |
Silvanus' Blessing |
Proficiency in Nature and Animal Handling. |
Sleeping |
A sleeping creature cannot move or act. Moreover, the creature automatically fails Strength and Dexterity Saving Throws. Attack Rolls against it have Advantage, and any attack that hits the creature is a Critical Hit if the attacker is within 5ft of the creature. |
Slightly Drunk |
Just drunk enough for everyone to notice. Strength increased by 2, Disadvantage on Charisma and Dexterity Checks. |
Soul Branding |
Creature's Movement Speed is increased by 5ft, and its next weapon attack deals an additional 2d4+1 Fire Damage. This condition ends upon landing a successful weapon attack. |
Stunned |
Can't move or take actions, bonus actions, or reactions |
Surprised |
Cannot take actions or reactions. |
Threatened |
An enemy is close. Creature has disadvantage on ranged attacks. |
Turned |
A turned creature must spend its turns trying to move as far away from the creature who turned it as possible. It can't willingly move to a space within 30ft of that creature. It also can't take Reactions. For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. The condition ends upon taking damage. |
True Strike |
The spellcaster has Advantage on Attack Rolls against this creature. |
Twisting Vines |
Difficult terrain - Characters move at half speed and may become Ensnared. |
Unconscious |
Character is unconscious. |
Under Operation |
Targets cannot move or speak. |
Water |
Douses unprotected flames. Can be electrified or Frozen. |
Weak Grip |
Has disadvantage on attack rolls and Strength Saving Throws. Removed if an ally Helps this creature. |
Wet |
Prevented from burning. Resistant to Fire Damage but Vulnerable (double damage) to Lightning and Cold Damage. |
Wrath |
You have a +1 bonus to melee damage. |
Baldur's Gate 3 Status Effect Actions & Spells
The following Actions and Spells inflict Status Effects with the same names or have effects unique to the Action/Spell.
Quick Search of Action and Spell-related Status Effects in Baldur's Gate 3:
Name | Effect |
---|---|
Aid |
Hit point maximum increased by 5. |
Action Surge |
Push yourself beyond your limits and gain one action. |
Armour of Agathys |
A spectral frost covers you. Gain 5 temporary hit points and deal 5 Cold Damage to any creature that hits you with a melee attacks. |
Arms of Hadar |
Targets can't take reactions. |
Barkskin |
Target's Armour Class is increased to 16. |
Beacon of Hope |
Targets gain Advantage on Wisdom Saving Throws and Death Saving Throws, and regain the maximum number of HP from any source of healing. |
Blade Ward |
Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks. |
Bless |
Targets gain a +1d4 bonus to Attack Rolls and Saving Throws. |
Blur |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
Bone Touch |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
Branding Smite |
Targets hit are unable to turn Invisible. |
Click Heels |
For 1 turn, your Movement Speed is doubled, and enemies have Disadvantage on Opportunity Attacks against you. |
Cloud of Daggers |
Conjure a cloud of spinning daggers that attack anyone inside for 4d4 Slashing Damage per turn. |
Colour Spray |
Ranged attacks and spells have a range of 15ft and attack rolls suffer disadvantage. Attack rolls against Blinded creatures have advantage. |
Command (Halt) |
Target cannot move or act. |
Control Undead |
This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies. |
Compelled Duel |
Target can only attack the caster. |
Crown of Madness |
Instilled with magical madness. Will attack the nearest creature. |
Darkvision |
Target has the ability to see in the dark out to a range of 12m. |
Dash |
Double your Movement Speed this turn. |
Detect Thoughts |
Focus your mind to read the thoughts of certain creatures while talking to them. |
Disengage |
Moving won't provoke Opportunity Attacks. |
Disguise Self |
Magically change all aspects of your appearance. |
Divine Favour |
Caster's weapon attacks deal an additional 1d4 Radiant Damage. |
Divine Sense |
Target gains Advantage on Attack Rolls against celestials, fiends, and undead. |
Enhance Ability |
Target gains Advantage on Ability Checks with a chosen Ability. |
Enlarge - Reduce |
Enlarge - Size is increased. Weapon attacks deal 1d4 more damage. Has Advantage on Strength Checks and Saving Throws. Reduce - Size is reduced. Weapon attacks deal 1d4 less damage. Has Disadvantage on Strength Checks and Saving Throws. |
Expeditious Retreat |
Gain Dash as a bonus action. |
Faerie Fire |
Shed dim light. Incoming attacks have advantage. Cannot be Invisible. |
False Life |
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
Feather Fall |
Slow the rate of descent of allied creatures. They become Immune to Falling damage. |
Feign Death |
Target becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. |
Find Familiar: Frog |
Bufotoxin - Targets have Disadvantage on Dexterity Saving Throws |
Friends |
Target gains Advantage on Charisma Checks against it. |
Gaseous Form |
Target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size. |
Goad |
Must attack the goading creature, if possible. |
Grease |
Creatures caught in the terrain generated are slowed and may fall Prone. |
Guidance |
Target adds 1d4 for Ability Rolls for the duration of this spell. |
Guiding Bolt |
The next attack roll made against this creature has Advantage. |
Haste |
Target gains +2 AC, Advantage to Dexterity Saving Throws, Movement Speed is doubled, and it can take one additional Action per turn. When the condition ends, become Lethargic and is unable to Move or take Actions for 1 turn. |
Healing Radiance |
Allies within 10ft will regain Hit Points at the start of the Paladin's next turn. |
Heat Metal |
Target receives Disadvantage on Attack Rolls and Ability Checks if in contact with heated metal. |
Heroism |
Target can no longer be Frightened and gains 5 temporary hit points each turn. |
Hex |
Creature takes additional damage whenever you attack it. It also has Disadvantage on Ability Checks with an Ability of your choosing. |
Hold Person |
Paralyse a humanoid creature, making it unable to move or act. |
Holy Rebuke |
Target gains a vengeful aura that deals 1d4 Radiant Damage to anyone who hits them with a melee attack. |
Horde Breaker (Ranged) |
Target two creatures standing close to each other. Shoot the first creature and open the second for a follow-up strike. |
Hunter's Mark |
Marked creature takes an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. |
Invisibility |
Target has Advantage on Attack Rolls and impose Disadvantage on enemy Attack Rolls. Attacking or casting a Spells ends this condition. |
Jump |
Target has tripled jumping distance. |
Light |
Target has an aura of light with a radius of 40ft |
Longstrider |
Target's Movement Speed increased by 10ft. |
Mage Armour |
Target's Armour Class increases to 13 + their Dexterity modifier. |
Magic Weapon |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
Mirror Image |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
Momentum |
Movement Speed increased by 3m. |
Pass without Trace |
Targets gain a +10 bonus to Stealth checks. |
Protection from Energy |
Target gains Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
Protection from Evil and Good |
The target is protected against aberrations, celestials, elementals, fey, fiends, and undead. These creatures have disadvantage on Attack Rolls against the target, and the target can’t be Charmed, Frightened, or Possessed by them. |
Protection from Poison |
Targets are cleansed of all poisons affecting it, gains Advantage to Saving Throws against being Poisoned, and gains Resistance to Poison damage. |
Rage |
While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects. You also have Resistance to physical damage, and Advantage on Strength checks and Saving Throws. |
Ray of Frost |
Target's Movement Speed is reduced by 3m. |
Repulsor |
Gain the additional Illithid Power Repulsor. |
Resistance |
Target receives a +1d4 bonus to Saving Throws. |
Searing Smite |
Attacks deal an extra 1d6 Fire Damage. |
Shield of Faith |
Target has an increase in Armour Class by 2. |
Shillelagh |
Target's weapon becomes magical, deals 1d8+2 Bludgeoning damage, and uses their Spellcasting Ability for Attack Rolls. |
Shocking Grasp |
Target cannot take reactions. |
Sleet Storm |
Creatures caught in the area lose concentration if concentrating on a spell. |
Speak with Animals |
Gain the ability to comprehend and verbally communicate with beasts. |
Spirit Guardians |
Enemies within range have their Movement Speed halved on a failed Wisdom Saving Throw. |
Spiteful Suffering |
Target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage. |
Thaumaturgy |
Has advantage on Intimidation and Performance checks. |
True Strike |
The spellcaster has Advantage on Attack Rolls against this creature. |
Tasha's Hideous Laughter |
Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. |
Vicious Mockery |
Target receives Disadvantage on its next Attack Roll. |
Wild Shape: Wolf |
Exposing Bite - Creature is distracted. The next attack against the creature from within 5ft is guaranteed to be a critical hit. |
Witch Bolt |
The lightning arc can be activated to automatically deal an additional 1d12 Lightning Damage. |
Baldur's Gate 3 Status Effect Gallery
Acid
Reduces Amour Class by 2.
Aid
Hit point maximum increased by 5.
Aura of Leadership
Nearby allies deal an additional 1d4 Force damage, as long as the hobgoblin isn't incapacitated.
Bane (Status Effect)
Receive a 1d4 penalty to attack rolls and saving throws.
Bleeding
Takes 2 slashing damage at the start of each turn and has disadvantage on Constitution Saving Throws.
Blinded
Ranged attacks and spells have a range of 15ft and Attack Rolls suffer Disadvantage.
Blood
Douses unprotected flames. Can be frozen.
Bloodless
Feels a bit woozy. -1 to Attack Rolls, Saving Throws, and most Ability Checks
Braced
Effect goes here
Burning
Takes additional 1d4 Fire damage for the duration.
Buthir's Wrath
Buthir is enraged! Strength increased by 4, Armour Class Reduced by 2.
Calmed
Can't be Charmed or Frightened.
Caustic Brine
Covered in caustic brine. Takes 1d4 Acid damage per turn.
Charmed
A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
Chest Trauma
Has Disadvantage on Constitution Saving Throws and has one fewer action.
Cold
Effect goes here
Crippled
Movement speed reduced to 0, and has Disadvantage on Dexterity saving throws.
Dazed
Has Disadvantage on Wisdom Saving Throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
Dead
This creature is dead.
Death Wish
Creature carries a powder keg. It could explode at any moment.
Difficult Terrain
Character moves at half speed.
Distressed
The Owlbear has sustained damage to its eye. It cannot make Critical Hits and has Disadvantage on Perception Checks.
Downed
If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws.
Electrocuted
Takes 1d4 Lightning damage at the start of each turn.
Encumbered
Carrying too much weight. Movement Speed reduced, and Jump distance is halved.
Ensnared
Ensnared creatures cannot move and take 1d6 Piercing at the start of each turn.
Entangled
Cannot move.
Enthralled
No longer in control of itself.
Enwebbed
Cannot move. Attack rolls against you have advantage, while your attack rolls have disadvantage. You also have disadvantage on Dexterity saving throws.
Exhausted
Effect goes here.
Frightened
A frightened creature has Disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
Frostbite
When taking cold damage, takes an additional 1 cold damage per turn of Frostbite remaining.
Gaping Wounds
Attacks against this creature deal an additional two piercing damage. Removed by healing.
Hamstrung
Movement Speed reduced by 50%.
Happy
Astarion's vampiric hunger has been temporarily sated. +1 to all Attack Rolls, Saving Throws, and most Ability Checks.
Heavily Encumbered
Carrying far too much weight.
Heavily Obscured
You are hiding in a heavily obscured area. Expect to go undetected unless you get too close to another creature.
Incapacitated
Cannot take Actions or Reactions. Lose Concentration if maintaining a Concentration spell
Infested
Crawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn. When hit with a melee attack, the infestation spreads to the attacker.
Lightning Charges
Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning Damage.
Magmatic Disturbance
The presence of this creature disturbs nearby lava, making it bubble and explode.
Magmatic Regeneration
Regain 10d6 hit points when starting a turn in lava.
Mud
Difficult terrain - Character moves at half speed.
Newborn
Gathering its bearings. Disadvantage on attack rolls, lowered Armour Class and Hit Points, and cannot take reactions.
Off Balance
The effected entity has Disadvantage on Strength and Dexterity checks, and attack rolls against the entity have advantage.
Oil
Flammable.
Owlbear's Rage
The owlbear is enraged! Strength is increased by 2.
Paralyzed
Creature is Incapacitated. Automatically fails all Strength and Dexterity Saving Throws. Attack Rolls against the creature have Advantage.
Pinched
Takes 1d4 damage at the beginning of each turn and Movement Speed is reduced by 10ft.
Poisoned
Suffers Disadvantage on attack rolls and ability checks.
Poisonous Fumes
Takes 1d4 Poison damage per turn. Suffers Disadvantage on Attack Rolls and Ability Checks.
Prepared
Deal an additional amount damage with your melee weapon for the rest of the turn.
Rallied
Maximum Hit Points increased by 8.
Reckless Warcry
Strength is increased by 3, while Armour Class is decreased by 1.
Reeling
Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
Sapped
Effect goes here
Shattered
Imbued with the gnawing exhaustion of endless labour. Receives an additional 1d4 piercing damage when struck with deep delver.
Shocked
Cannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity.
Silenced
Becomes unable to cast verbal Spells.
Silvanus' Blessing
Proficiency in Nature and Animal Handling.
Slightly Drunk
Just drunk enough for everyone to notice. Strength increased by 2, Disadvantage on Charisma and Dexterity Checks.
Soul Branding
Creature's Movement Speed is increased by 1.5m, and its next weapon attack deals an additional 2d4+1 Fire Damage. This condition ends upon landing a successful weapon attack.
Stunned
Can't move or take actions, bonus actions, or reactions.
Surprised
Cannot take actions or reactions.
Threatened
An enemy is close. Creature has Disadvantage on ranged attacks.
Turned
A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
Twisting Vines
Difficult terrain - Characters move at half speed and may become Ensnared.
Unconscious
Character is unconscious.
Under Operation
Targets cannot move or speak.
Water
Douses unprotected flames. Can be electrified or Frozen.
Weak Grip
Has disadvantage on attack rolls and Strength Saving Throws. Removed if an ally Helps this creature.
Wet
Prevented from burning. Resistant to Fire Damage but Vulnerable (double damage) to Lightning and Cold Damage.
Wrath
You have a +1 bonus to melee damage.
Baldur's Gate 3 Permanent Bonuses Table
The following Status Effects are permanent once obtained.
Name | Effect | How to Obtain |
Auntie Ethel's Hair |
Gain +1 to an Ability Score of choice. | Can only be obtained by completing the Act 1 Quest Save Mayrina. Take the brother's side at the beginning and confront Auntie Ethel about Mayrina. Fight her until she's low on HP and she will beg to be spared. Agreeing to her deal and accepting her power grants you Auntie Ethel's Hair. |
Awakened |
You can use all Illithid powers as a bonus action. | In Find the Githyanki Crèche, enter the Zaith'isk and suceed on all three saving throws. Alternatively, while Lae'zel is in the Zaith'isk, choose the option: "4. [ARCANA] Draw on the zaith'isk's power, take it as your own.", and succeed at a 30 DC Arcana check. |
BOOOAL's Benediction |
Gain Advantage on Attack Rolls against Bleeding targets. | Can be obtained by speaking to BOOOAL in The Festering Cove. When he demands blood, offer to sacrifice one of your Companions. The chosen Companion will turn hostile and initiate an encounter. Defeat them to gain this BOOOAL's Benediction. |
Brand of the Absolute |
Allows the benefits from Absolute Equipment. (Absolute's Warboard, Faithbreaker, Gloves of Power, Ring of Absolute Force, Vision of the Absolute) | Can be only be obtained by speaking to True Soul Gut at the Goblin Camp. The first time you meet her, she demands to mark your flesh with the sign of The Absolute. Agree, and you'll gain the Brand of the Absolute. |
Loviatar's Love |
When you have 30% Hit Points or less, you gain a +2 bonus to Attack Rolls and Wisdom saving throws. | Can be only be obtained by speaking to Abdirak in the Shattered Sanctum. Speak to him about the practices of a follower of Loviatar when discussing the nearby prisoner. Agree to his proposal, then succeed in two Intimidation Checks to earn Loviatar's Love. |
Musical Instrument Proficiency |
You know how to play a variety of musical instruments and are able to entertain a crowd with them. | Can be obtained by speaking to Alfira in the Druid Grove. Help her finish her song by accepting the Lute she offers. You will have to succeed in two Charisma Checks, after which you'll gain the Musical Instrument Proficiency. Completing her song by asking about her teacher does not grant you this Proficiency. |
Necromancy of Thay |
Gain Speak with Dead once per long rest. | Can only be obtained by completing the Act 1 Quest Search the Cellar. In order to obtain the Status Effect, you must successfully find a tome of the same name and succeed in one Wisdom Saving Throw to read it. |
Forbidden Knowledge |
+1 Wisdom checks and saving throws | Can only be obtained by completing the Act 1 Quest Search the Cellar. In order to obtain the Status Effect, you must suceed on all three wisdom checks to decipher the page when you first open up Necromancy of Thay |
Paid the Price |
Gain +1 to Intimidation checks. Also prevents the character from making Critical Hits and imposes Disadvantage on Perception checks. | Can only be obtained by finding Auntie Ethel at the Riverside Teahouse in the Sunlit Wetlands. Speak to her about the tadpole-removal procedure and agree to it to gain Paid the Price. |
Repulsor |
Gain the additional Illithid Power Repulsor. | Can only be obtained by helping Omeluum during the Quest Remove the Parasite. Collect the ingredients it asks for after meeting it in the Underdark, then drink it's potion to receive Reuplsor. |
Volo's Ersatz Eye |
See Invisibility Condition - Can see Invisible creatures within 9m. Creatures must succeed a Dexterity Saving Throw or lose their invisibility. | Can only be obtained by completing the Act 1 Quest Rescue Volo. After rescuing Volo from the Shattered Sanctum, speak to him at Camp about removing the parasite and agree to undergo surgery. Equip Volo's Ersatz Eye to get rid of the debuff gained during the procedure in addition to it's innate effects. |
Find Familiar: Scratch |
Summon the Scratch. | You can find Scratch in the forest, leave your scent so he joins your camp. |
Potion of Everlasting Vigour |
Gain +2 Strength | Let Astarion bite Araj Oblodra in Moonrise Towers. |
Arabella's Shadow Entangle |
Entangle an undead or shadow creature. | Find Arabella's parents in House of Healing and tell her their fate. |
Partial Ceremorphosis |
Gain access to all Illithid Powers, and automatically unlock all tier 1 Illithid Powers and the Fly Illithid Power. | Consume the Astral-Touched Tadpole given by the Emperor |
The Tharchiate Codex: Blessing |
Once per long rest, gain temporary hit points | Read The Tharchiate Codex in Sorcerous Vault. Use Remove Curse to remove the CON debuff. |
Danse Macabre |
Summon 4 ghouls that fight for you. | Read The Tharchiate Codex (found in Sorcerous Vault), then read the last page of the Necromancy of Thay (from Act 1) and pass a 20 Wisdom check. |
Mirror of Loss |
Gain +2 to an Ability Score of choice. | Sacrifice the knowledge of the Necromancy of Thay to the Mirror of Loss in the Cloister of Sombre Embrace. Alternatively, offer a prayer (25 Religion Check), then sacrifice a piece of your memories (-2 to an Ability Score of choice which can be cured with Remove Curse) for a +1 stat. |
Unstable Blood |
Your blood is now highly flammable and will explode on contact with fire. | Give your blood to Araj Oblodra in Moonrise Towers in Act 2, then meet her again east of The Blushing Mermaid in Act 3 and help her again. |
Githzerai Mind Barrier |
Having assimilated a splinter of githzerai knowledge, mental barriers have been erected in the affected entity's mind. It has Advantage on Intelligence Saving Throws, | You need to solve the mind Puzzle in Mind Flayer Colony, then insert the Waking Mind jar into Mind-Archive Interface to learn it. |
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Stench is not listed here. If you throw a rotten food bag at someone/something it gets a status affect of stench
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Can anyone explain Blood-Draw Sickness (-1 to all dice rolls)
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The mad condition doesn’t really work as it states. It almost always prioritizes allies rather than the closest character
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Might want to add the disadvantage to dex saves for ensnared.
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What determines the saving throw DCs for weapon status effects?
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Does anyone know if the cold vulnerability from chilled bypasses any resistance the target has?
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Morninglord's Radiance, 1D4 Radiant to all attacks, is a Perma buff, for companions atleast. You just need to make them leave party then rejoin and it will be reapplied. Long rest removes buff from main character.
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So they 5k statue you can buy from boney at the circus camp 100% gives you a perma bless that is only lost on death, regained on long rest (maybe short? I didn't test). You can pick any character to get the buff by choosing them when you make the transaction. I have one of Halsin :)
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Got +10 health buff from the well of the putrid bog teahouse after the quest (not sunlit wetlands) and then after long rest got Nauseated condition. No alcohol in camp suplies.
There is another status effect called Refreshed. You get this by drinking from the Hag's well in the bog. "Hit Point maximum increased by 10 until the next Long Rest." Even though that's what it says it does not stack with a False Life. Unsure if it stacks with other Temporary Hit Points.
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"Mystra's Benevolence" is missing
> Gale has advantage to Concentration checks
> Goes away after long rest
table should also include which attribute is checked to save from these effects
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I think that you get ''Nauseated'' if you sleep with providing only alcool (no other food). I did that after completing the druid grove main quest.
When you are Nauseated, if you drink the water from the well in front of Auntie Ethiel house, you get ''Sickend'' effect status.
A long rest is enough to clean any of this 2 effect.
When you have neither of theese 2 effects, drinking from Auntie Ethiel's well give you 10 additional HP.
If one of your caracters gets ''Sickend'' effect as described above, he/she will not get the 10 additional HP when drinking from the well, even after a long rest.
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if you fail any of the checks while drinking with thisobald thorm you receive the "drunk" condition and it doesn't go away on it's own (took a long rest for me, not sure if short does as well)
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There's a potion that permanently increases your strength by +2 in Act 2. Everlasting Vigor I think it's called.
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Momentum:
- Increased movement by 5ft (1.5m)
- Effect removed when Restrained, Incapacitated, Prone, or slowed down.
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The spell Evard's Black Tentacles has a effect called "Smothering" which I cannot find a definition for ANYWHERE.
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Heat - deals 1d4 fire damage per turn but can use Fire Convergence. Fire Convergence is a passive that increases your next instance of fire damage by the amount of heat you have.
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Life Drain is missing.
It states: "Hit point maximum reduced by 2d8. Creature will die if it's hit point maximum is reduced to 0"
-"Cursed"
*Until long rest*
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I got the "Morninglord's Radiance" condition. I have been investigating a bit and still don't know how I initially acquired it. Lasted for a day.
Been reloading my saves from before and after I got it.
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Spell Rot is missing.
0
+10
-1