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Conditions/List (1-500)

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The list of all conditions in the game is split into the following pages so as to limit the size of each page:

Condition Effects
A Clown in TownA Clown in Town
  • Rue the day you crossed a fey. You were cruel to Dolly Thrice; now you'll have to pay the price.
  • This condition can only be obtained by smashing the Moonlantern held by Kar'niss.
  • Applies clown makeup to the victim.
A Mist Most ScarletA Mist Most Scarlet
A Most Bloody InheritanceA Most Bloody Inheritance
Aberrant ShapeAberrant Shape
Ability Drain: CharismaAbility Drain: Charisma
Ability Drain: DexterityAbility Drain: Dexterity
Ability Drain: IntelligenceAbility Drain: Intelligence
Ability Drain: StrengthAbility Drain: Strength
Ability Drain: WisdomAbility Drain: Wisdom
Abjure Enemy: FrightenedAbjure Enemy: Frightened
Abjure Enemy: SlowAbjure Enemy: Slow
  • The affected creature's Movement speed is halved. Taking damage ends this condition.
Absolute ConsumptionAbsolute Consumption
  • All of the creature's abilities are reduced by 5. When this effect ends, it drops Prone Prone
  • Regain 2d10⁠Hit Points⁠Hit Points
Absolute ConsumptionAbsolute Consumption
  • All of the creature's abilities are reduced by 9. When this effect ends, it drops Prone Prone
  • Regain 10d10⁠Hit Points⁠Hit Points
Absolute ConsumptionAbsolute Consumption
  • All of the creature's abilities are reduced by 8. When this effect ends, it drops Prone Prone
  • Regain 8d10⁠Hit Points⁠Hit Points
Absolute ConsumptionAbsolute Consumption
  • All of the creature's abilities are reduced by 7. When this effect ends, it drops Prone Prone
  • Regain 6d10⁠Hit Points⁠Hit Points
Absolute ConsumptionAbsolute Consumption
  • All of the creature's abilities are reduced by 6. When this effect ends, it drops Prone Prone
  • Regain 4d10⁠Hit Points⁠Hit Points
Absolute's EnemyAbsolute's Enemy
  • Enemies have Advantage Advantage on attacks against you.
Absorb Elements: Acid DamageAbsorb Elements: Acid Damage
  • The affected entity deals an additional 1d6⁠Acid⁠Acid damage the next time it deals damage with a weapon.
Absorb Elements: Cold DamageAbsorb Elements: Cold Damage
  • The affected entity deals an additional 1d6⁠Cold⁠Cold damage the next time it deals damage with a weapon.
Absorb Elements: Fire DamageAbsorb Elements: Fire Damage
  • The affected entity deals an additional 1d6⁠Fire⁠Fire damage the next time it deals damage with a weapon.
Absorb Elements: Lightning DamageAbsorb Elements: Lightning Damage
  • The affected entity deals an additional 1d6⁠Lightning⁠Lightning damage the next time it deals damage with a weapon.
Absorb Elements: Thunder DamageAbsorb Elements: Thunder Damage
  • The affected entity deals an additional 1d6⁠Thunder⁠Thunder damage the next time it deals damage with a weapon.
Absorbed Essence: AbazigalAbsorbed Essence: Abazigal
Absorbed Essence: AmelyssanAbsorbed Essence: Amelyssan
  • Sarevok's attacks now heal him by 2d12⁠Hit Points⁠Hit Points each time.
Absorbed Essence: IllaseraAbsorbed Essence: Illasera
Absorbed Essence: SendaiAbsorbed Essence: Sendai
Absorbed IntellectAbsorbed Intellect
Absorbed IntellectAbsorbed Intellect
Absorbed IntellectAbsorbed Intellect
Absorbed IntellectAbsorbed Intellect
Absorbed IntellectAbsorbed Intellect
AcidAcid
Acid InfusionAcid Infusion
  • The affected entity deals an additional 1d4⁠Acid⁠Acid the next time it deals damage with a weapon.
Acid RefluxAcid Reflux
Acid ResistanceAcid Resistance
Acid Resistance AuraAcid Resistance Aura
  • The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Acid⁠Acid damage.
Action SurgeAction Surge
  • Can take an extra Action this turn.
Adamantine ReverberationAdamantine Reverberation
  • While it has temporary hit points, this creature's movement speed is doubled. Immediately after losing these temporary hit points, the creature knocks back foes 4 m (13 ft) with a Reverb Shockwave Reverb Shockwave that deals 4d8⁠Thunder⁠Thunder.
Adrip with Kereska's AcidAdrip with Kereska's Acid
Adroit CasterAdroit Caster
  • Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice.
Aegis of the AbsoluteAegis of the Absolute
  • The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.
Against All OddsAgainst All Odds
  • The unlikely actions of the party in the Morphic Pool were a surprise to even the Netherbrain.
  • The successful roll has left the Netherbrain wounded, reducing its starting HP for the encounter.
AgitatedAgitated
  • The rothé is nervous and afraid - ready to attack at the slightest scare. Has Advantage Advantage on Attack Roll Attack Rolls.
AidAid
Alarmed DebtorAlarmed Debtor
  • This creature has spotted you as an intruder.
AlcoholAlcohol
Alternate Form: Dire WolfAlternate Form: Dire Wolf
  • Transformed into a Dire Wolf in all the ways that matter.
Alternate Form: MinotaurAlternate Form: Minotaur
  • Transformed into a Minotaur in all the ways that matter.
Alternate Form: Phase SpiderAlternate Form: Phase Spider
  • Transformed into a Phase Spider in all the ways that matter.
Alternate Form: Shadow MastiffAlternate Form: Shadow Mastiff
  • Transformed into a Shadow Mastiff in all the ways that matter.
AmbushedAmbushed
  • Taking damage or being Helped ends this condition.
AmbushingAmbushing
  • Affected entity will attack as soon as its enemies are within reach. It can only be spotted with a successful Perception Check.
Ambushing BiteAmbushing Bite
  • The creature's next bite may Ambush Ambush its target.
Ancient GrudgesAncient Grudges
Animalistic VitalityAnimalistic Vitality
  • Affected entity regains 2d8⁠Hit Points⁠Hit Points of health every round when below 60 HP. It also receives an additional 3.5 m (12 ft) of movement speed. [See: Bugs]
Anointed in SplendourAnointed in Splendour
Ansur's IreAnsur's Ire
  • A storm of vicious lightning is soon to erupt - striking all standing in the open.
Aquatic SiphonAquatic Siphon
  • The affected entity also gains temporary access to Cone of Cold Cone of Cold and an additional  Reaction per turn.
Arcane AcuityArcane Acuity
  • Affected entity has a +1 bonus to its spell Attack Roll Attack Rolls and spell save DC for each remaining turn.
  • Reduce the duration by 2 each time the entity takes damage.
  • Arcane Acuity has a maximum Duration Icons.png Duration: 10 turns.
Arcane AmmunitionArcane Ammunition
  • Ranged weapon attacks deal an additional 1d4⁠Force⁠Force.
Arcane BatteryArcane Battery
  • Affected entity's next spell doesn't cost a spell slot in order to cast.
Arcane ChargeArcane Charge
Arcane CriticalArcane Critical
  • The number you need to roll a Critical Hit while attacking is reduced by 2. This effect can stack.
Arcane HungerArcane Hunger
Arcane InheritorArcane Inheritor
  • Rolan has taken command of Ramazith's Tower, increasing his level to 11 and granting him a host of new magic powers.
Arcane LockArcane Lock
  • Locked through magical means. Can't be opened by lockpicking or the use of Knock Knock.
Arcane SynergyArcane Synergy
Arcane WardArcane Ward
  • Your Arcane Ward blocks damage equal to its charges and then loses 1 charge. Casting Abjuration spells will add charges equal to the level of the spell.
Arcanely HonedArcanely Honed
Ardent ApostleArdent Apostle
Armour of AgathysArmour of Agathys

Gained 5 × spell level temporary hit points 5 × spell level temporary hit points. If hit with a melee attack, the attacker takes 5 × spell level⁠Cold⁠Cold damage. This effect ends when the temporary hit points are lost.

Armour of the SwarmArmour of the Swarm
  • Your swarm grants you a +2 bonus to your Armour Class Armour Class until the start of your next turn.
Arms of HadarArms of Hadar
Arrow of IlmaterArrow of Ilmater
Arsonist's OilArsonist's Oil
Ascended FiendAscended Fiend
  • Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, Soul Overcharge Soul Overcharge will not prevent him from using Souls to cast spells.
Aspect of the ElkAspect of the Elk
  • Movement Speed increased by +1.5 m (5 ft), as long as the affected entity stays near the barbarian.
Aspect of the Elk AuraAspect of the Elk Aura
  • Affected entity and nearby allies have a +1.5 m (5 ft) bonus to Movement Speed.
Aspect of the StallionAspect of the Stallion
Aspect of the WolfAspect of the Wolf
Aspect of the Wolf AuraAspect of the Wolf Aura
Assassin's BloodAssassin's Blood
  • Creature must succeed a Constitution Saving Throw Saving Throw or take 1d12⁠Poison⁠Poison and get Poisoned until the next Long Rest.
  • On a successful save, it still takes half damage.
Astral ClarityAstral Clarity
Astral ConduitAstral Conduit
  • The affected entity can't move, take actions, bonus actions, or reactions while holding open the Astral Rift, but can Summon an ally every other turn.
Astral GravityAstral Gravity
Astral KnowledgeAstral Knowledge
Astral Knowledge: CharismaAstral Knowledge: Charisma
  • Has Proficiency in Deception, Intimidation, Performance, and Persuasion.
Astral Knowledge: DexterityAstral Knowledge: Dexterity
  • Has Proficiency in Acrobatics, Sleight of Hand, and Stealth.
Astral Knowledge: IntelligenceAstral Knowledge: Intelligence
  • Has Proficiency in Arcana, History, Investigation, Nature, and Religion.
Astral Knowledge: StrengthAstral Knowledge: Strength
Astral Knowledge: WisdomAstral Knowledge: Wisdom
  • Has Proficiency in Animal Handling, Insight, Medicine, Perception, and Survival.
Astral LethargyAstral Lethargy
  • Stunned Stunned for a turn after after being hit by blast of energy.
Astrally ProjectedAstrally Projected
  • While your body resides in the cold expanses of the Astral Sea, you have projected a likeness of yourself here for the evening.
At Death's DoorAt Death's Door
  • The more the creature rests, the worse it feels.
At Death's DoorAt Death's Door
At Death's DoorAt Death's Door
At Death's DoorAt Death's Door
AtrophiedAtrophied
  • One of the affected entity's Abilities has been reduced to 0, causing it to die instantly.
Auntie Ethel's Special BrewAuntie Ethel's Special Brew
Aura of BloodthirstAura of Bloodthirst
  • Any nearby creatures with the Rampage trait can make a bite attack as a bonus action.
Aura of BrutalityAura of Brutality
  • All servants of Bane Bane around this character gain an additional +1 Strength. This effect can stack.
Aura of ConquestAura of Conquest
Aura of CourageAura of Courage
  • The paladin and any nearby allies can't be Frightened Frightened.
Aura of CourageAura of Courage
  • Can't be Frightened Frightened within 3 m (10 ft) of the spellcaster.
Aura of DevotionAura of Devotion
  • The paladin and any nearby allies can't be Charmed Charmed.
Aura of DevotionAura of Devotion
  • Can't be Charmed Charmed within 3 m (10 ft) of the spellcaster.
Aura of HateAura of Hate
Aura of HateAura of Hate
  • Gains a bonus to melee weapon damage equal to the charisma modifier of the creature emanating the aura.
Aura of MurderAura of Murder
  • Enemies within 3 m (10 ft) are Vulnerable to Piercing damage, unless they are Immune to it.
Aura of MurderAura of Murder
Aura of MurderAura of Murder
Aura of MurderAura of Murder
Aura of PossibilityAura of Possibility
  • While near the God of Ambition, this creature has a +10 bonus to all Ability Checks.
Aura of PossibilityAura of Possibility
  • Any allies near Gale Dekarios, the God of Ambition, receive a +10 bonus to all Ability Checks.
Aura of ProtectionAura of Protection
Aura of ProtectionAura of Protection
Aura of TerrorAura of Terror
Aura of TerrorAura of Terror
  • Bane's oppressive aura gives the affected entity Disadvantage Disadvantage on attack rolls and Saving Throw Saving Throws while within 3 m (10 ft) of the spellcaster.
Aura of Vile OblivionAura of Vile Oblivion
  • All nearby light sources get extinguished when the Wraith is nearby.
Aura of WardingAura of Warding
  • The paladin and any nearby allies have Resistance to damage from spells.
Aura of WardingAura of Warding
  • Resistant to damage from spells within 3 m (10 ft) of the spellcaster.
Avatar of BOOOALAvatar of BOOOAL
  • The sight of a kuo-toa servant dying fills BOOOAL with bloodlust. It regains 3d6⁠Hit Points⁠Hit Points when it kills a creature and can attack three times.
Avatar of TyrannyAvatar of Tyranny
Aversion of FireAversion of Fire
Baleful KnowledgeBaleful Knowledge
BaneBane
Bane's BrutalityBane's Brutality
  • Affected entity gains +1 to its Strength ability. This effect can stack.
Bane's CommandBane's Command
  • This creature can channel Bane's Wrath Bane's Wrath - it is the Black Hand's will.
Baneful StrikeBaneful Strike
  • Affected entity has a -1d4 penalty to Saving Throw Saving Throws against its attacker's next spell.
BanishedBanished
Bardic InspirationBardic Inspiration
BarkskinBarkskin
Basking in Loviatar's LoveBasking in Loviatar's Love
  • You revel in the clarity granted by your pain. You have a +2 bonus to Attack Roll Attack Rolls and Wisdom Saving Throw Saving Throws for 3 turns.
Beacon of HopeBeacon of Hope
Bear's EnduranceBear's Endurance
Beckoning DarknessBeckoning Darkness
  • Haunted by darkness.
  • Affected entity takes 2d8⁠Necrotic⁠Necrotic damage if it enters or starts its turn in a Lightly or Heavily Obscured area.
BefuddledBefuddled
  • Affected entity can't control its actions and wanders around without direction.
BefuddledBefuddled
  • Affected entity can't control its actions and wanders around without direction.
BeguiledBeguiled
  • This creature has been charmed by Raphael and cannot target him with attacks or spells.
Bend Luck: Ability Check BonusBend Luck: Ability Check Bonus
  • Wild magic has twisted the affected entity's fate. It gained a +1d4 bonus to D20.png Ability Checks.
Bend Luck: Ability Check PenaltyBend Luck: Ability Check Penalty
  • Wild magic has twisted the affected entity's fate. It gained a -1d4 penalty to D20.png Ability Checks.
Benign Transposition: SpentBenign Transposition: Spent
  • Affected entity has used its Benign Transposition Benign Transposition feature for the day. To replenish this feature, the entity must cast a Conjuration spell of Level 1 or higher.
BerserkBerserk
  • A frenetic rage racks the affected entity's flesh. Its Multiattacks each deal an additional 1d8⁠Bludgeoning⁠Bludgeoning damage and knocks targets Prone Prone
  • It also gains Resistance to Slashing, Piercing, and Bludgeoning damage, and has Advantage Advantage on Strength Checks and Saving Throws.
  • This frenzy ends if the affected entity regains all its hit points.
Bhaal's BoonBhaal's Boon
  • Bhaal revels in the affected entity's gift for murder, granting it a +1 bonus to Armour Class Armour Class per marked kill.
  • 1 point of this bonus Armour Class is lost each time the Slayer avoids an attack.[See: Bugs]
Bhaal's EdictBhaal's Edict
  • If you don't kill another creature before the end of your next turn, you will die instantly.
Bhaal's Murderous MarkBhaal's Murderous Mark
  • Affected entity's death grants a +1 Armour Class Armour Class bonus to the Slayer.
Bhaalist Ritual TargetBhaalist Ritual Target
  • As part of the challenge to enter the temple, the affected entity has become the target of a chanting cultist, the Farslayer, who can cast Bhaal's Power Word Kill Bhaal's Power Word Kill once its profane ritual ends. Exiting the Farslayer's chanting range of 55 m (183 ft) makes you invulnerable to the effect. Slaying the Farslayer stops the ritual and wins the conflict.
Bhaalspawn Essence: AbazigalBhaalspawn Essence: Abazigal
  • When Abazigal's ghost dies, Sarevok will absorb his essence and deal maximum damage on all his attacks.
Bhaalspawn Essence: AmelyssanBhaalspawn Essence: Amelyssan
  • When Amelyssan's ghost dies, Sarevoks attacks will heal him for 2d12⁠Hit Points⁠Hit Points
Bhaalspawn Essence: IllaseraBhaalspawn Essence: Illasera
  • When Illasera's ghost dies, Sarevok will be permanently Hastened Hastened and will be unaffected by Paralysis, Restraints, or any attempts to reduce his movement speed.
Bhaalspawn Essence: SendaiBhaalspawn Essence: Sendai
  • When Sendai's ghost dies, Sarevok will have his Armour Class Armour Class increased by 6.
Big PigBig Pig
  • Pigs are smart and pigs are fun - that's why Dolly made you one!
Black HoleBlack Hole
Black TentaclesBlack Tentacles
  • Restrained by dark tendrils. Affected entity can't move and takes 3d6⁠Bludgeoning⁠Bludgeoning damage per turn.
Blacked OutBlacked Out
  • Thisobald has overindulged in his own brew. He has a -5 penalty to Armour Class and is Vulnerable to Slashing, Piercing, Bludgeoning and Thunder Damage.
Blade BarrierBlade Barrier
  • Creatures that approach the barrier are slit and sliced and cut and carved like so much meat on a blood-grouted block.
  • Affected entities take 6d10⁠Slashing⁠Slashing damage per turn.
Blade WardBlade Ward
BladesingingBladesinging
  • Invoking the Bladesong. You gain a +2/+3/+4 bonus to Armour Class Armour Class and your movement speed is increased by 3 m (10 ft). You also gain Advantage Advantage in Acrobatics and a +2/+3/+4 bonus to Constitution Saving Throw Saving Throws.
  • The AC and saving throws bonus is +2, +3, or +4 at Bladesinger levels 2, 5, or 9 respectively.
Bladesong Damage ChargeBladesong Damage Charge
  • A charge that will increase how much damage you deal to enemies by 1d6⁠Force⁠Force when using Bladesong Climax Bladesong Climax.
  • You can accumulate these charges by casting Level 1 spells or above that are not weapon attacks.
Bladesong Healing ChargeBladesong Healing Charge
  • A charge that increases how much you heal yourself and your allies by 1d6⁠Hit Points⁠Hit Points when using Bladesong Climax Bladesong Climax.
  • You can accumulate these charges by attacking with weapons.
Bladesong ImpededBladesong Impeded
  • Bladesinging impeded by armour/shield/weapon. Until the armour/shield/weapon is removed, your Bladesong Bladesong won't grant any benefits or let you generate Bladesong Charges.
Blazing RetaliationBlazing Retaliation
  • When a melee attack misses it, deal 1d6⁠Fire⁠Fire damage to the attacker.
BleedingBleeding
BlessBless
Blessing of AuthorityBlessing of Authority
  • Affected entity's next non-lethal attack gains a +1d4 bonus to Attack Roll Attack Rolls.
Blessing of SelûneBlessing of Selûne
  • Selûne's radiance protects you against the lesser effects of the Shadow Curse Shadow Curse. But beware - even Her light cannot guard against the darkest shadows.
  • Permits safe passage through some of the Shadow-Cursed Lands without a light source.
  • Resistant to magical Necrotic⁠Necrotic damage.
Blessing of the TricksterBlessing of the Trickster

Has Advantage Advantage on Stealth Checks.

BlindedBlinded
  • The affected creature has Disadvantage Disadvantage on Attack Roll Attack Rolls.
  • Ranged attacks and spells of the affected creature have a range of 3 m (10 ft).
  • Attack Rolls against affected creatures have Advantage Advantage.
  • At the end of each turn, the affected creature makes a Constitution Saving Throw Constitution Saving Throw. If successful, the condition is removed.
BlindedBlinded
BlindnessBlindness
Blinked to the Ethereal PlaneBlinked to the Ethereal Plane
  • Affected entity is in the Ethereal Plane Ethereal Plane, where it can't be harmed, seen, or affected.
  • While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6 m (20 ft).
  • At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.
  • Immune to Bleeding Bleeding.
Bliss SporesBliss Spores
BloatedBloated
  • Restrained due to sickness and bloat.
Blocked by Bhaalist MischiefBlocked by Bhaalist Mischief
  • This door cannot be opened until the Farslayer is defeated.
Blocked WarrensBlocked Warrens
  • Kobolds cannot emerge from this tunnel while it is obstructed.
Blood-draw SicknessBlood-draw Sickness
  • Nothing is ever free - until the next long rest the affected entity has a -1 to all dice rolls.
Blood-SappedBlood-Sapped
  • Hit point maximum reduced by 8 per turn remaining. Creature will die if its hit point maximum is reduced to 0.
Blood-scent FrenzyBlood-scent Frenzy
  • Affected entity has Advantage Advantage on melee attacks against any target that doesn't have all of its hit points, provided it's not a construct, an ooze, a plant, or an elemental.
BloodlessBloodless
BloodlustBloodlust
  • Creature can attack three times. It regains 3d8⁠Hit Points⁠Hit Points if it lands a killing blow.
BloodrenderBloodrender
  • Affected entity deals an additional 1d4⁠piercing⁠piercing on all hits while taking 1d4⁠piercing⁠piercing per turn.
BloodthirstBloodthirst
  • Gains Bite Bite as a bonus action.
Bloody FavourBloody Favour
  • Bhaal's Chosen will be granted a profane boon at the start of every turn.
Blooming DeadBlooming Dead
Bludgeon the WeakBludgeon the Weak
BlurredBlurred
  • Attackers have Disadvantage Disadvantage on Attack Roll Attack Rolls against this creature, unless they do not rely on sight or can see through illusions.
Bolstering BrewBolstering Brew
  • Affected entity's Strength score is increased by 6 while it is infused with Thisobald's current brew.
Bolstering Magic: BoonBolstering Magic: Boon
Bone ChilledBone Chilled
Booming BladeBooming Blade
  • Affected entity will take 1d8⁠Thunder⁠Thunder damage when it moves.
Boon of ServitudeBoon of Servitude
BOOOAL's BenedictionBOOOAL's Benediction
BOOOAL's BlessingBOOOAL's Blessing
BOOOAL's FaithfulBOOOAL's Faithful
Bottled BreathBottled Breath
  • Affected Entity is able to cast Gust of Wind Gust of Wind once per long rest.
BoundBound
  • This relic is bound to its current owner by a powerful aura.
  • Bound items cannot be removed from your inventory.
Bound WeaponBound Weapon
  • Ritually bound to its wielder.
  • The weapon cannot be knocked out of the wielder's hand, and automatically returns to its wielder when thrown.
BracedBraced
  • On damage rolls, roll twice and use the higher result.
Brain-StarvedBrain-Starved
  • The Creature's Ability Scores are reduced by 10 while wracked with a ravening hunger for brain matter.
Brand of the SilverlightBrand of the Silverlight
  • This creature's weapon attacks deal an additional 5d8⁠Radiant⁠Radiant damage.
Branding SmiteBranding Smite
Breathless LungsBreathless Lungs
  • Mystic Carrion can't be Silenced Silenced while his lungs are still intact.
Brew SicknessBrew Sickness
  • While in the vicinity of Thisobald's Spoiled Brew Spoiled Brew, this creature takes 1d6⁠Necrotic⁠Necrotic every turn.
Brewed-Up BellyglummerBrewed-Up Bellyglummer
BrittleBrittle

Vulnerable to BludgeoningVulnerable to Thunder

  • Takes 2d6⁠Cold⁠Cold damage at the start of their turn.
Broken PromisesBroken Promises
  • Strength is increased by 2 until the next Long Rest.
  • Upon resting, Strength is indefinitely reduced by 1.
BrowbeatenBrowbeaten
  • Affected entity has a +1 bonus to spell save DC while threatened.
BufotoxinBufotoxin
Bull's StrengthBull's Strength
Bull's StrengthBull's Strength
Burden of TimeBurden of Time
Burden of Time AuraBurden of Time Aura
Burned Out OpticsBurned Out Optics
  • Affected entity's optical lens has been distorted, causing its vision become impaired. Entity recieves 1d6 penalty to Attack Rolls.
BurningBurning
  • Takes 1d4⁠Fire⁠Fire damage per turn.
  • Can be removed with the Help Help action, using a Healing Potion or by becoming Wet Wet.
  • Immune from if Wet Wet.
  • Dip Dip action can be used on Burning characters or objects.
Burning (Orthonic)Burning (Orthonic)
Burning AcidBurning Acid
  • The hatchery waters burn through all those who'd intrude upon it.
Burning FiercelyBurning Fiercely
  • Takes 1d10⁠Fire⁠Fire damage per turn.
Burning RefluxBurning Reflux
Burst of AccuracyBurst of Accuracy
  • You have a +1d4 bonus to attack rolls after using Action Surge.
Buthir's WrathButhir's Wrath
Call LightningCall Lightning
Call of the Dark LadyCall of the Dark Lady
  • When it starts its turn in a Lightly or Heavily Obscured area, the affected entity takes 1d4⁠Necrotic⁠Necrotic. Attacks made by the Justiciar Justiciar in its Umbral Form Umbral Form deal an additional 1d6⁠Necrotic⁠Necrotic damage to the entity.
Calling ReinforcementsCalling Reinforcements
  • This creature's allies will appear next turn to defend it.
CalmedCalmed
Castigated By DivinityCastigated By Divinity
  • Affected entity is cursed by transgressed and irritable gods. When it falls unconscious, it immediately dies. Moreover, when it dies, a terrible envoy of the offended deity is conjured from the entity's corpse.
Cat's GraceCat's Grace
Cat's GraceCat's Grace
CatatonicCatatonic
  • Art Cullagh has shut down and seems completely unresponsive to whatever is happening around him.
Cattle PrattleCattle Prattle
  • Want to converse like a cow? Dolly Thrice will show you how.
Caustic BrewCaustic Brew
  • Affected entity deals an additional 2d6⁠Acid⁠Acid damage while infused with Thisobald's current brew.
Caustic BrineCaustic Brine
  • Takes 1d4⁠Acid⁠Acid damage per turn.
Caustic RetortCaustic Retort
  • Whenever you take damage, reflect it back at your attacker threefold as Acid⁠Acid damage.
Celestial HasteCelestial Haste
Chain of TyrannyChain of Tyranny
  • Affected entity has only half its movement speed. When the chain breaks, it takes 8d8⁠Force⁠Force damage.
Chains of KarsusChains of Karsus
  • The Netherbrain is too powerful for even the Momentary God's magic - Karsus' Compulsion could not dominate it completely.
  • The spell has instead bound the brain's will in place temporarily. To complete the domination, you must strike it down.
Champion ChallengeChampion Challenge
  • Affected entity is compelled to attack the paladin that challenged them. Any attacks they might make against targets other than the paladin have Disadvantage Disadvantage.
  • Condition ends if the entity moves 9 m (30 ft) away from the paladin.
Channel Divinity: Cloak of ShadowsChannel Divinity: Cloak of Shadows

Prerequisite Icon.pngInvisibility ends early if the invisible entity attacks, casts another spell, takes an action, or takes damage.

Channelling Karsus' CompulsionChannelling Karsus' Compulsion
Charged Lightning: Tempest StepsCharged Lightning: Tempest Steps
  • Wherever you walk, create a crackling explosion with 2 m (7 ft) radius that deals 1d4⁠Lightning⁠Lightning.
CharmedCharmed
  • Friendly to the charmer and its allies. Taking damage ends this condition.
CharmedCharmed
Cheater's FollyCheater's Folly
  • Affected entity has all Ability Scores reduced by 1 for attacking a reflection that's not their own. This effect can be applied thrice more.
Chest TraumaChest Trauma
Chicken ChaserChicken Chaser
ChilledChilled
Chilling GraceChilling Grace
  • Has Resistance to Fire⁠Fire damage as long as you have 50% hit points or less.
Cindersnap ReflexesCindersnap Reflexes
Clear AreaClear Area
  • Hiding in an unobscured area. Will be caught on sight.
Click HeelsClick Heels
Clinging ShadowsClinging Shadows
Cloak of ShadowsCloak of Shadows
  • Has Advantage Advantage on Attack Roll Attack Rolls and imposes Disadvantage Disadvantage on enemy Attack Rolls.
  • Attacking, casting spells, or entering a brightly lit area ends this condition.
Cloud of DaggersCloud of Daggers
CloudkillCloudkill
  • While it remains in the cloud, affected entity takes 5d8⁠Poison⁠Poison damage every turn.
Clown Face-PaintClown Face-Paint
Coated in Arsonist's OilCoated in Arsonist's Oil
  • Coated in an oil that strips targets that are Resistant to Fire⁠Fire damage of their Resistance.
  • Targets that are Immune to Fire damage are unaffected.
Coated in Basic PoisonCoated in Basic Poison
Coated in Brewed-up BellyglummerCoated in Brewed-up Bellyglummer
Coated in Crawler MucusCoated in Crawler Mucus
Coated in Diluted Oil of SharpnessCoated in Diluted Oil of Sharpness
  • The arcane oil coating this weapon grants it a +1 bonus to Damage and Attack Roll Attack Rolls. The weapon has become magical, so it can damage creatures that are immune to non-magical attacks.
Coated in Drow PoisonCoated in Drow Poison
Coated in MaliceCoated in Malice
Coated in Oil of BaneCoated in Oil of Bane
Coated in Oil of CombustionCoated in Oil of Combustion
  • Coated in flammable oil.
  • On a hit, the target is doused in oil for 2 turns. If it takes Fire⁠Fire damage, the oil immolates, dealing 3d6⁠Fire⁠Fire damage in an area around it.
Coated in Oil of DiminutionCoated in Oil of Diminution
Coated in Oil of FreezingCoated in Oil of Freezing
Coated in Purple Worm ToxinCoated in Purple Worm Toxin
Coated in Serpent Venom ToxinCoated in Serpent Venom Toxin
Coated in ToxinCoated in Toxin
Coated in Wizardsbane OilCoated in Wizardsbane Oil
Coated in Wyvern ToxinCoated in Wyvern Toxin
CocoonedCocooned
CoercedCoerced
  • Forced to fight for Nere and takes 1d6⁠Psychic⁠Psychic each turn.
  • Ends upon taking any non-Psychic damage.
Coin CuirassCoin Cuirass
  • Cursed coins have gathered around the Toll Collector's chest, increasing her overall health by 100.
Coin CuisseCoin Cuisse
  • Cursed coins have gathered around the Toll Collector's left leg, increasing her overall health by 100.
Coin CuisseCoin Cuisse
  • Cursed coins have gathered around the Toll Collector's right leg, increasing her overall health by 100.
Coin HelmetCoin Helmet
  • Cursed coins have gathered around the Toll Collector's head, increasing her overall health by 100.
Coin Vambrace (L)Coin Vambrace (L)
  • Cursed coins have gathered around the Toll Collector's left arm, increasing her overall health by 100.
  • Additionally, she can use Left Coin Whip Left Coin Whip.
Coin Vambrace (R)Coin Vambrace (R)
  • Cursed coins have gathered around the Toll Collector's right arm, increasing her overall health by 100.
  • Additionally, she can use Right Coin Whip Right Coin Whip.
Cold BrewCold Brew
  • Affected entity deals an additional 2d6⁠Cold⁠Cold damage while infused with Thisobald's current brew.
Cold InfusionCold Infusion
  • The affected entity deals an additional 1d4⁠Cold⁠Cold the next time it deals damage with a weapon.
Cold RefluxCold Reflux
  • Cold damage has chilled Thisobald's special brew, letting him use Icy Regurgitation Icy Regurgitation.
Cold ResistanceCold Resistance
Cold Resistance AuraCold Resistance Aura
  • The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Cold⁠Cold damage.
Colour SprayColour Spray
  • Attack Rolls against Blinded creatures have Advantage Advantage.
Combat InspirationCombat Inspiration
  • Can use their Bardic Inspiration to add a +1d6 bonus to their next Attack Roll Attack Roll, Ability Check Ability Check, or Saving Throw Saving Throw.
  • They can also choose a +1d6 bonus to the damage their next weapon attack deals, or to their Armour Class Armour Class for one attack
  • Bonus depends on the originating Bard's level
Command: ApproachCommand: Approach
Command: FleeCommand: Flee
Command: GrovelCommand: Grovel
Command: HaltCommand: Halt
Compelled DuelCompelled Duel
Compelled to DuelCompelled to Duel
Conduit of Kereska's IceConduit of Kereska's Ice
ConfusedConfused
  • Affected entity is hostile to everyone, wanders around aimlessly, and occasionally skips turns in its stupor
Confused StuporConfused Stupor
  • Too confused to act - affected entity wastes its turn doing nothing.
ConqueredConquered
  • If Frightened Frightened, affected entity takes 5⁠Psychic⁠Psychic damage when starting its turn within 3 m (10 ft) of the spellcaster.
ConstrictedConstricted
ConstrictingConstricting
  • Wrapped around a target to Constrict Constrict it and can't move.
Contagion PoisonedContagion Poisoned
  • Has Disadvantage Disadvantage on Attack Roll Attack Rolls and Checks.
  • Each turn, it must succeed on a Saving Throw Saving Throw, or the poison will advance in stage. On 3 successes, it recovers. On 3 failures, it contracts the disease corresponding to the variant of the spell Contagion that was cast.
Continual FlameContinual Flame
  • Enveloped in flames that produce no heat and never seem to die out.
  • Identical to the Light Light condition.
ControlledControlled
  • This undead is under the control of a Paladin. It will follow the Paladin and attack their enemies.
Controlling UndeadControlling Undead
  • This paladin has control over an undead creature. The creature will follow them and attack their enemies.
Corrosive Spit: DissolvedCorrosive Spit: Dissolved
  • Affected entity's Armour Class Armour Class has been reduced by 5. The spit can be removed with water.
Corrosive Spit: DissolvingCorrosive Spit: Dissolving
  • Takes 1d10⁠Acid⁠Acid damage per turn.
  • Affected entity's Armour Class Armour Class has been reduced by 1. The spit will keep eating away at its defences, further reducing its Armour Class, unless it is washed away with water.
Cosmic Omen of WealCosmic Omen of Weal
Cosmic Omen of WoeCosmic Omen of Woe
Cosmic Omen: Ability CheckCosmic Omen: Ability Check
CountercharmCountercharm
Countercharm AuraCountercharm Aura
Covert CriticalCovert Critical
  • As long as the affected entity remains obscured, the number it needs to Attack Roll Attack Roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Crackling with Kereska's LightningCrackling with Kereska's Lightning
Craven HeartCraven Heart
  • To end this effect, the creature must deny its Craven Heart by bravely ending its turn within 3 m (10 ft) of Viconia without using any actions or bonus actions.
Crawling GnawCrawling Gnaw
  • Target is inflicted with zombie mucus. If the affected entity dies before the infection wears off, it will temporarily rise as a Newborn Zombie.
  • Newborn Zombies are statistically the same as the Summoned Zombie, except that they only have 10 Hit Points, and they have the condition Newborn Zombie Newborn Zombie, causing them to take 1⁠Necrotic⁠Necrotic damage per turn.
  • Newborn Zombies will follow the original Summoned Zombie.
Critical Hit!Critical Hit!
Crown of MadnessCrown of Madness
  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.
Crusader's MantleCrusader's Mantle
  • Near a paladin's holy aura. Weapon attacks deal an additional 1d4⁠Radiant⁠Radiant damage.
Crusader's Mantle AuraCrusader's Mantle Aura
  • Emitting a holy aura. You and your nearby allies' weapon attacks deal an additional 1d4⁠Radiant⁠Radiant damage.
Crystal SkinCrystal Skin
Curative AntidoteCurative Antidote
Curdled LiverCurdled Liver
  • Mystic Carrion is not vulnerable to Fire⁠Fire damage while his liver is intact.
Curse of RegretCurse of Regret
  • Takes 1d4+1⁠Psychic⁠Psychic every turn, and is vulnerable to Psychic damage. Deal damage to remove this condition.
Curse of the Dire RavenCurse of the Dire Raven
Curse of the SiredCurse of the Sired
Cursed SkullCursed Skull
Cursed VengeanceCursed Vengeance
  • Any damage done against Oliver will be reflected twofold at the attacker.
Cursed: Additional DamageCursed: Additional Damage
  • Receives an additional 1d8⁠Necrotic⁠Necrotic damage from the spellcaster's attacks or spells.
Cursed: Attack DisadvantageCursed: Attack Disadvantage
Cursed: CharismaCursed: Charisma
Cursed: ConstitutionCursed: Constitution
Cursed: DexterityCursed: Dexterity
Cursed: DreadCursed: Dread
  • Each turn, the affected entity has to succeed on a Wisdom Saving Throw Saving Throw or skip its turn.
Cursed: Filled with DreadCursed: Filled with Dread
  • Gave in to the dread bestowed upon it by its curse, and can't move or take actions, bonus actions, or reactions.
Cursed: IntelligenceCursed: Intelligence
Cursed: StrengthCursed: Strength
Cursed: WisdomCursed: Wisdom
Dammon's Special BrewDammon's Special Brew
  • Dammon's concoction enrages the owlbear.
Dancing LightsDancing Lights
  • Illuminates a 9 m (30 ft) radius.
Daredevil ProximityDaredevil Proximity
  • Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature.
Dark Lady's AwarenessDark Lady's Awareness
  • Has earned Shar's approval through a demonstration of their good sense. Has a +5 bonus to Wisdom until finishing a Long Rest
Dark Lady's EruditionDark Lady's Erudition
  • Has earned Shar's approval through an impressive display of wit. Has a +5 bonus to Intelligence until finishing a Long Rest
Dark Lady's FoolDark Lady's Fool
  • Has earned Shar's condemnation while failing to impress her with their wit. Has a -5 penalty to Intelligence until finishing a Long Rest.
Dark Lady's GraceDark Lady's Grace
  • Has earned Shar's approval through their charming nature. Has a +5 bonus to Charisma until finishing a Long Rest
Dark Lady's IreDark Lady's Ire
  • Has earned Shar's condemnation due to a poor display of charm. Has a -5 penalty to Charisma until finishing a Long Rest.
Dark Lady's ReckoningDark Lady's Reckoning
  • Has earned Shar's condemnation by showing a lack of judgement. Has a -5 penalty to Wisdom until finishing a Long Rest.
Dark One's BlessingDark One's Blessing
Darkveil PrecisionDarkveil Precision
  • As long as it remains obscured, the affected entity has a +1d4 bonus to ranged Attack Roll Attack Rolls.
DarkvisionDarkvision
  • Can see in the dark out to the range of 12 m (40 ft).
DarkvisionDarkvision
  • Can see in the dark out to the range of 24 m (80 ft).
DashDash
DaylightDaylight
  • Shining with the light of the sun. Dispels Darkness Darkness within a radius of 15 m (50 ft).
  • The Enchant Item version of this spell requires the target creature have a Weapon in their main hand.
DazedDazed
DazedDazed
Dazzling RayDazzling Ray
DeadDead
  • This creature is dead.
Deadly OrdersDeadly Orders
  • Affected entity was ordered to attack a specific enemy.
  • It is more likely to target this enemy, and Attack Rolls against the enemy have Advantage Advantage.
Death WardDeath Ward
  • The next time damage would reduce the affected entity to 0 Hit Points, it remains conscious with 1 Hit Point left.
Death WishDeath Wish
  • Creature carries a powder keg. It could explode at any moment.
Deathbringer's LegacyDeathbringer's Legacy
Defensive FlourishDefensive Flourish
Defensive Protocol: BulwarkDefensive Protocol: Bulwark
Defensive StanceDefensive Stance
DemonspiritDemonspirit
Demonspirit AuraDemonspirit Aura
Demonspirit MadnessDemonspirit Madness
  • Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
  • At the end of each turn, the affected entity makes a Wisdom Saving Throw Wisdom Saving Throw. On a successful save, the condition is removed.
DespairDespair
  • Despondency from deep within the Shadowfell has perforated your very being.
Despair: ApathyDespair: Apathy
Despair: DreadDespair: Dread
Despair: MadnessDespair: Madness
Detect Evil and GoodDetect Evil and Good

Character can detect aberration, celestial, elemental, fey, fiend, and undead.

Detect ThoughtsDetect Thoughts
  • The affected creature can read the thoughts of certain creatures while talking to them.
Detecting PresenceDetecting Presence
Detonation Impending!Detonation Impending!
Devilishly StrongDevilishly Strong
  • While within 18 m (60 ft) of Raphael, this creature's weapon attacks deal an additional 3d6⁠Piercing⁠Piercing damage and it has Advantage Advantage on Strength and Dexterity Checks and attacks.
Devoured IntellectDevoured Intellect
Devouring BrainDevouring Brain
  • The starving illithid is fully focused on eating its first brain in an age.
  • Consuming the brain provides the equivalent of one Mind Flayer Parasite Specimen.
Diamond ScalesDiamond Scales
  • This creature has 100 temporary hit points 100 temporary hit points.
  • While it has these temporary hit points:
    • It is grounded.
    • Any damage lower than 15 will not affect it.
    • It can use Shredding Scales Shredding Scales immediately after being hit for the first time in a round.
Difficult TerrainDifficult Terrain
Difficult Terrain: Deep WaterDifficult Terrain: Deep Water
Difficult Terrain: LavaDifficult Terrain: Lava
Difficult Terrain: MudDifficult Terrain: Mud
Difficult Terrain: VinesDifficult Terrain: Vines
Difficult Terrain: WebDifficult Terrain: Web
Difficulty: ExplorerDifficulty: Explorer
  • +50% hit points hit points
  • You cannot be moved by any external force - be it magical or mundane.
Digestive JuicesDigestive Juices
  • While doused in corrosive digestive juice, this creature takes 1d6⁠Acid⁠Acid per turn, is Vulnerable to Piercing and Bludgeoning damage, and can be Devoured Devoured if it is also Restrained Restrained.
  • Water can wash off these juices.
Dipped in FireDipped in Fire
  • Weapon deals additional 1d4⁠Fire⁠Fire damage.
Dipped in PoisonDipped in Poison
  • Weapon deals additional 1d4⁠Poison⁠Poison damage.
Dirty AdvantageDirty Advantage
DisarmedDisarmed
  • Affected entity has dropped its weapon to the ground.
DisengageDisengage
Disguise SelfDisguise Self
  • Appearance is entirely changed.
Disintegrating CorpseDisintegrating Corpse

This corpse is not long for this world.

  • The affected entity's corpse disintegrates into a pile of ash upon death.
Dislocated ShoulderDislocated Shoulder
Dispel Evil and GoodDispel Evil and Good
  • Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage Disadvantage on Attack Roll Attack Rolls against this creature.
  • Additionally, it can also break otherworldly Enchantments that Charm Charm, Frighten Frighten, or Possesses Possesses allies.
DisplaceDisplace
  • Creatures suffering Falling damage as a result of your actions take an additional 1d8⁠Psychic⁠Psychic damage.
DisplacedDisplaced
Displacer Beast FormDisplacer Beast Form
  • Affected entity has adopted the eldritch pantherlike form of a displace beast.
DistractedDistracted

Not paying any attention to their surroundings.

The distractor's allies have Advantage Advantage on their next Attack Roll against the creature.

DistressedDistressed
Divine EminenceDivine Eminence
  • Melee attacks deal an additional 3d6⁠Radiant⁠Radiant damage.
Divine FavourDivine Favour
  • Your weapons deal an additional 1d4⁠Radiant⁠Radiant damage.
Divine GuardianDivine Guardian
  • Protected by a paladin's divine essence. Resistant to all damage.
Divine Intervention: Miracle of RefugeDivine Intervention: Miracle of Refuge

Cannot be harmed by damage or conditions thanks to the grace of a generous deity.

Divine Performance: Ale of BalduranDivine Performance: Ale of Balduran
  • Playing a pretty song, reminiscent of days spent in a tavern.
Divine Performance: Bard DanceDivine Performance: Bard Dance
  • Playing a lively song that encourages dancing.
Divine Performance: Endless SpringDivine Performance: Endless Spring
  • Playing a new composition that tantalises the ears and reaches the soul.
Divine Performance: New LightDivine Performance: New Light
  • Playing a thoughtful song, a reminder that even in darkness, light can shine through.
Divine Performance: Streets and FacesDivine Performance: Streets and Faces
  • Playing a rich and warm song, a reminder of bustling streets.
Divine Performance: We Live Another DayDivine Performance: We Live Another Day
  • Playing a nostalgic and gentle song, evoking fond memories of time on the road.
Divine SenseDivine Sense
DominatedDominated
  • Affected entity will follow and fight alongside the caster of this spell.
  • Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving Throw Saving Throw.
DominatedDominated
  • Affected entity will follow and fight alongside the caster of this spell.
  • Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving Throw Saving Throw.
Dominated WillDominated Will
  • The affected entity is under the control of a nearby True Soul.
DownedDowned
  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.
Draconic Prowess: AcidDraconic Prowess: Acid
Draconic Prowess: FireDraconic Prowess: Fire
Draconic Prowess: FrostDraconic Prowess: Frost
Draconic Prowess: LightningDraconic Prowess: Lightning
Draconic Prowess: PoisonDraconic Prowess: Poison
DrainedDrained
  • Affected entity's lifeforce has been drained by the incubus, reducing its maximum hit points by 15 hit points 15 hit points.
Dread AmbusherDread Ambusher
  • Movement speed increased by 3 m (10 ft). Affected entity can also make an extra weapon attack that deals an additional 1d8 damage.
Dream Mist ApparitionsDream Mist Apparitions
  • This creature is seeing myriad visions of a world beyond reckoning - or so they keep insisting.
  • The affected entity is incapacitated.
DrenchedDrenched
  • Your melee attacks inflict Wet Wet on the target.
Druidic TranceDruidic Trance
  • Engaged in ritual.
DrunkDrunk
DrunkDrunk
Drunken TechniqueDrunken Technique
  • You gain an additional 3 m (10 ft) movement and can move without provoking Opportunity Attacks.
Dryad's BlessingDryad's Blessing
  • When your beloved one is within 5m, both your and their Armour Class Armour Class is increased by 1.
Duel: Murder's ChosenDuel: Murder's Chosen
  • The Dark Urge is compelled to fight Orin alone. The duellists cannot be forcefully moved, and any interference from other parties will be punished.
Duergar AntidoteDuergar Antidote
Duergar PoisonDuergar Poison
Dwarven ResilienceDwarven Resilience
DyingDying
  • This creature is dying. It will not move, take actions, or respond to damage in any way.
  • Attacks at melee range are guaranteed to hit and be critical hits. Ranged attacks have Advantage Advantage.
Eagle's SplendourEagle's Splendour
Earthen SiphonEarthen Siphon
Edict of the Old Lord SkullEdict of the Old Lord Skull
  • The Deathless One protects his fetid flock. Myrkul grants the affected entity Necrotic Veil Necrotic Veil every turn.
EggbearerEggbearer
  • Carries an owlbear's egg. Its scent will attract the egg's mother.
Electrified RefluxElectrified Reflux
ElectrocutedElectrocuted
  • Takes 1d4⁠Lightning⁠Lightning damage at the start of each turn.
Elemental Affinity: Acid ResistanceElemental Affinity: Acid Resistance
Elemental Affinity: Cold ResistanceElemental Affinity: Cold Resistance
Elemental Affinity: Fire ResistanceElemental Affinity: Fire Resistance
Elemental Affinity: Lightning ResistanceElemental Affinity: Lightning Resistance
Elemental Affinity: Poison ResistanceElemental Affinity: Poison Resistance
Elemental Cleaver: AcidElemental Cleaver: Acid
  • Channelling primordial might. Until the end of your Rage Rage, your weapon will deal an additional 1d6⁠Acid⁠Acid and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.
Elemental Cleaver: ColdElemental Cleaver: Cold
  • Channelling primordial might. Until the end of your Rage Rage, your weapon will deal an additional 1d6⁠Cold⁠Cold and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.
Elemental Cleaver: FireElemental Cleaver: Fire
  • Channelling primordial might. Until the end of your Rage Rage, your weapon will deal an additional 1d6⁠Fire⁠Fire and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.
Elemental Cleaver: LightningElemental Cleaver: Lightning
  • Channelling primordial might. Until the end of your Rage Rage, your weapon will deal an additional 1d6⁠Lightning⁠Lightning and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.
Elemental Cleaver: ThunderElemental Cleaver: Thunder
  • Channelling primordial might. Until the end of your Rage Rage, your weapon will deal an additional 1d6⁠Thunder⁠Thunder and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.
Elemental Weapon: AcidElemental Weapon: Acid
Elemental Weapon: ColdElemental Weapon: Cold
Elemental Weapon: FireElemental Weapon: Fire
Elemental Weapon: LightningElemental Weapon: Lightning
Elemental Weapon: ThunderElemental Weapon: Thunder
Elixir of Arcane CultivationElixir of Arcane Cultivation
Elixir of BarkskinElixir of Barkskin
Elixir of Battlemage's PowerElixir of Battlemage's Power
  • Affected entity has Arcane Acuity Arcane Acuity until its next Long Rest. Replaces effects from other elixirs when drunk.
    • Gain Arcane Acuity for 3 turns.
    • Arcane Acuity cannot go below 3 turns.
Elixir of BloodlustElixir of Bloodlust
  • Affected entity has entered a murderous state of bloodlust. Once per turn, when it kills an enemy, it gains 5 temporary hit points 5 temporary hit points and an  Action. Replaces effects from other elixirs when drunk.
Elixir of BloodlustElixir of Bloodlust
  • Affected entity has entered a murderous state of bloodlust. Once per turn, when it kills an enemy, it gains 5 temporary hit points 5 temporary hit points and an  Action. Replaces effects from other elixirs when drunk.
Elixir of Cloud Giant StrengthElixir of Cloud Giant Strength
Elixir of DarkvisionElixir of Darkvision
  • Can see in the dark up to 12 m (40 ft).
Elixir of Guileful MovementElixir of Guileful Movement
Elixir of HeroismElixir of Heroism
Elixir of Hill Giant StrengthElixir of Hill Giant Strength
Elixir of Peerless FocusElixir of Peerless Focus
  • Affected entity's ability to maintain its spells has increased.
  • It has Advantage Advantage to Saving Throw Saving Throws against being Charmed Charmed and for maintaining Concentration Concentration.
  • Replaces effects from other elixirs when drunk.
  • Can't be put to Sleep Sleep.
Elixir of The ColossusElixir of The Colossus
Elixir of ViciousnessElixir of Viciousness
  • The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Replaces effects from other elixirs when drunk.
Elixir of VigilanceElixir of Vigilance
  • Affected entity has a +5 bonus to initiative and can't be Surprised Surprised. Replaces effects from other elixirs when drunk.
Elven EleganceElven Elegance
Enchanted SecurityEnchanted Security
  • Intricate arcane lockmaking prevents Knock Knock spells from opening this safe.
Encrusted with FrostEncrusted with Frost
EncumberedEncumbered
Endless RageEndless Rage
  • Confers all the normal bonuses and resistances of the Rage variant of the Barbarian's chosen subclass, plus:
    • Deal an additional 1d4⁠Physical⁠Physical damage with weapon attacks (damage type inherited from equipped weapon)
    • Suffer 1d4⁠Psychic⁠Psychic damage per turn
  • Rage does not end until the Barbarian uses the End Rage Bonus Action or becomes incapacitated.
Enemy of JusticeEnemy of Justice
  • Wanted for killing a guard. Allied guards will attack on sight.
Enhanced Armour ClassEnhanced Armour Class
EnlargedEnlarged
EnlargedEnlarged
EnlargedEnlarged
EnsnaredEnsnared
EnsnaredEnsnared
EnsnaredEnsnared
EntangledEntangled
EnthralledEnthralled
  • Peripheral vision reduced. Will keep looking at the spellcaster.
Entranced MurdererEntranced Murderer
  • Affected entity has been entranced by the Farslayer. Defeating the Farslayer will break the trance and garner you victory.
Entropic WardEntropic Ward
  • Missed an attack on a warlock. The warlock has Advantage Advantage on their next Attack Roll Attack Roll against the affected entity.
EnwebbedEnwebbed
Ephemeral WhispersEphemeral Whispers
  • Tempted by Ethel's whispers.
  • This creature must succeed a DC 13 Wisdom Saving Throw DC 13 Wisdom Saving Throw at the start of their turn or be inflicted with Hag's Pawn Hag's Pawn.
Eternally BoundEternally Bound
  • Cazador will not let this spawn die - it is Immune to all damage.
Ether-Essence SlumberEther-Essence Slumber
  • A deep, dream-ridden sleep has overcome the creature, induced by judicious ingesting of Ether.
  • The creature cannot move or act.
  • The creature automatically fails Strength and Dexterity Saving Throw Saving Throws.
  • Attack Roll Attack Rolls against the creature have Advantage Advantage
  • Removed by taking damage or being Shoved.
Ethereal EscapeEthereal Escape
  • As a  Reaction to receiving damage, the incubus has travelled to the Ethereal Plane and can't be damaged or targeted until it returns at the start of its next turn.
Evasive FootworkEvasive Footwork

Enemies have Disadvantage Disadvantage on melee attacks against the affected entity.

Ever RadiantEver Radiant
  • Deals an additional 1d4⁠Radiant⁠Radiant.
ExecutionerExecutioner
ExhaustedExhausted

Lack of rest has left you exhausted. There are six levels of exhaustion, and each level is worse than the last. Completing a Long Rest reduces your exhaustion level by 1.

Expeditious RetreatExpeditious Retreat
Exploding FlumphExploding Flumph
  • This spirit will explode at the end of the turn. Each creature within 2 m (7 ft) must succeed a Dexterity Saving Throw Saving Throw or take 1d6⁠Force⁠Force.
Explosion Imminent!Explosion Imminent!
Explosive HoardExplosive Hoard
  • This mound of coins is primed to explode.
Exposing BiteExposing Bite
  • Creature is distracted. The next attack against the creature from within 2 m (7 ft) is guaranteed to be a critical hit.
ExtinguishedExtinguished
  • This light was snuffed out.
Extra Bonus ActionExtra Bonus Action