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

 

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Newborn

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

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Burning

Takes additional  Fire damage for the duration.

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Threatened

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

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Prone

Inflicts disadvantage on Strength and Dexterity saving Throws.

 

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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.

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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

 

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Dead

This creature is dead.

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Sapped

Effect goes here

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Surprised

Cannot take actions or reactions

Blood

Douses unprotected flames. Can be frozen.

 

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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. 

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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.

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Owlbear's Rage

The owlbear is enraged! Strength is increased by 2.

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Distressed

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

 

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Buthir's Wrath

Buthir is enraged! Strength increased by 4, Armour Class Reduced by 2.

Infested

Effect goes here

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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.

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Off Balance

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

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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.

 

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Hamstrung

Effect goes here

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Braced

Effect goes here

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Gaping Wounds

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

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Prepared

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

 

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Charmed

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

Exhausted

Effect goes here.

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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.

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Death Wish

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

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Aid

Hit point maximum increased by 5.

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Reckless Warcry

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

 

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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.

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Slightly Drunk

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

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Aura of Leadership

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

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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.

 




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