Status Effects for Baldur's Gate 3 are 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

Newborn
Gathering its bearings. Disadvantage on attack rolls, lowered Armour Class and Hit Points, and cannot take reactions.

Burning
Takes additional Fire damage for the duration.

Threatened
An enemy is close. Creature has disadvantage on ranged attacks.

Downed
If you reach 0 hit points, you fall Unconcscious 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.

Sleeping
Effect goes here
Enwebbed
Cannot move. Attack rolls against you have advantage, while ypur attack rolls have disadvantage. You also have disadvantage on Dexterity saving throws.
Ensnared
Ensnared creatures take 1d6 Percing at the start of each turn.
Silvanus' Blessing
Proficiency in Nature and Animal Handling.
Fire
Deals 1d4 Fire damage per turn.
Acid
Reduces Amour Class by 2.
Cold
Effect goes here

Dead
This creature is dead.

Sapped
Effect goes here

Surprised
Cannot take actions or reactions
Blood
Douses unprotected flames. Can be frozen.

Enthralled
No longer in control of itself
Water
Douses unprotected flames. Can be electrified Frozen.
Mud
Difficult terrain -character move at half speed.
Oil
Flammable.
Twisting Vines
Difficult terrain - characters move at half speed and may become Ensnared. Ensnared creatures take 1d6 Piercing damage per turn.

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.

Owlbear's Rage
The owlbear is enraged! Strength is increased by 2.

Distressed
The Owlbear has sustained damage to its eye. It cannot make Critical Hits and has Disadvantage on Perception Checks.

Buthir's Wrath
Buthir is enraged! Strength increased by 4, Armour Class Reduced by 2.
Infested
Effect goes here

Difficult Terrain
Effect goes here
Under Operation
Targets cannot move or speak.
Poisoned
Suffers disadvantage on attack rolls and ability checks.
Bane (Status Effect)
Receivse a 1d4 penalty to attack rolls and saving throws.

Off Balance
The effected entity has disadvantage on strength and dexterity checks, and attack rolls against the entity have advantage.

Dazed
Has Disadvantage on Wisdom Saving Throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
Removed if an ally Helps this creature.

Hamstrung
Effect goes here

Braced
Effect goes here

Gaping Wounds
Attacks against this creature deal an additional two piercing damage. Removed by healing.

Prepared
Deal an additional amount damage with your melee weapon for the rest of the turn.

Charmed
A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
Exhausted
Effect goes here.

Bleeding
Takes 2 slashing damage at the start of each turn and has disadvantage on Constitution Saving Throws.
Chest Trauma
Has Disadvantage on Constitution Saving Throws and has one fewer action. Removed by healing.
Shattered: Imbued with the gnawing exhaustion of endless labour. Receives an additional 1d4 piercing damage when struck with deep delver.
Crippled: movement speed reduced to 0, and has disadvantage on dexterity saving throws.
Unconscious
Character is unconscious.
Down
Effect goes here.
Rallied
Effect goes here.
Turned
Effect goes here.
Weak Grip: Has disadvantage on attack rolls and Strength Saving Throws. Removed if an ally Helps this creature.
Silenced
Becomes unable to cast verbal Spells.

Death Wish
Creature carries a powder keg. It could explode at any moment.

Aid
Hit point maximum increased by 5.

Reckless Warcry
Strength is increased by 3, while Armour Class is decreased by 1.

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.

Slightly Drunk
Just drunk enogh for everyone to notice. Strength increased by 2, Disadvantage on Charisma and Dexterity Clecks.

Aura of Leadership
Nearby allies deal an additional 1d4 Force daamge, as long as the hobgoblin isn't incapacitated.

Magmatic Regeneration
Regain 10d6 hit points when starting a turn in lava.
Magmatic Disturbance
The presence of this creature disturbs nearby lava, making it bubble and explode.
Bloodless
Feels a bit woozy. -1 to Attack Rolls, Saving Throws, and most Ability Checks
Happy
Astarion's vampiric hunger has been temporarily sated. +1 to all Attack Rolls, Saving Throws, and most Ability Checks.
Caustic Brine
Covered in caustic brine. Takes 1d4 Acid damage per turn.
Stunned
Can't move or take actions, bonus actions, or reactions
Pinched
Takes 1d4 damage at the beginning of each turn and Movement Speed is reduced by 3m.
Forstbite
When taking cold damage, takes an additional 1 cold damage per turn of Frostbite remaining.
Wet
Prevented from burning. Resistant to Fire Damage but Vulnerable (double damage) to Lightning and Cold Damage.
- Anonymous
Frostbite is misspelled as "FORSTBITE"
0
+10
-1