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Status properties/InitiateCombat

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InitiateCombat is a status property.

List of conditions with InitiateCombat[edit section]

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Condition Effects
Abjure Enemy: FrightenedAbjure Enemy: Frightened
Abjure Enemy: SlowAbjure Enemy: Slow
  • The affected creature's Movement speed is halved. Taking damage ends this condition.
AcidAcid
AmbushedAmbushed
  • Taking damage or being Helped ends this condition.
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.
Auntie Ethel's Special BrewAuntie Ethel's Special Brew
BaneBane
BefuddledBefuddled
  • Affected entity can't control its actions and wanders around without direction.
Bhaal's Murderous MarkBhaal's Murderous Mark
  • Affected entity's death grants a +1 Armour Class Armour Class bonus to the Slayer.
Black TentaclesBlack Tentacles
  • Restrained by dark tendrils. Affected entity can't move and takes 3d6⁠Bludgeoning⁠Bludgeoning damage per turn.
BleedingBleeding
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
BloodlessBloodless
Brewed-Up BellyglummerBrewed-Up Bellyglummer
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 FiercelyBurning Fiercely
  • Takes 1d10⁠Fire⁠Fire damage per turn.
CatatonicCatatonic
  • Art Cullagh has shut down and seems completely unresponsive to whatever is happening around him.
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
ChilledChilled
Cloud of DaggersCloud of Daggers
CloudkillCloudkill
  • While it remains in the cloud, affected entity takes 5d8⁠Poison⁠Poison damage every turn.
CocoonedCocooned
Colour SprayColour Spray
  • Attack Rolls against Blinded creatures have Advantage Advantage.
Command: FleeCommand: Flee
Command: GrovelCommand: Grovel
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.
Crown of MadnessCrown of Madness
  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.
DazedDazed
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.
DisarmedDisarmed
  • Affected entity has dropped its weapon to the ground.
DistractedDistracted

Not paying any attention to their surroundings.

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

ElectrocutedElectrocuted
  • Takes 1d4⁠Lightning⁠Lightning damage at the start of each turn.
EnsnaredEnsnared
EnwebbedEnwebbed
Eyebite: SickenedEyebite: Sickened
FearfulFearful
  • Has Disadvantage Disadvantage on Ability Checks and Attack Roll Attack Rolls.
  • It must run from the source of its fear and cannot take any additional actions.
  • Targets can make a Saving Throw Saving Throw to shake off this effect if they end their turn out of sight from their source of fear.
Fetid AuraFetid Aura
  • All nearby creatures fall victim to the ooze's Fetid Fumes and 1d6⁠Acid⁠Acid per turn.
Fiendish Obeisance: KneelFiendish Obeisance: Kneel
  • Affected entity has been compelled to kneel by a fiend. It cannot move or take actions, bonus actions, or reactions, and has Disadvantage Disadvantage on Strength and Dexterity Saving Throw Saving Throws.
  • Attacks against it have Advantage Advantage if they're made within 3 m (10 ft) of the entity. The entity must spend half its movement speed to stand up.
Flaming AuraFlaming Aura
  • Creature is standing within 1.5 m (5 ft) of a flaming sphere and will take 2d6⁠Fire⁠Fire at the end of its turn. On a successful save, it will still take half damage.
Flaming SphereFlaming Sphere
  • Enemies and objects within 1.5 m (5 ft) of the sphere at end of their turn take 2d6⁠Fire⁠Fire damage. On a successful save, it still takes half damage.
Fractured PsycheFractured Psyche
Fractured PsycheFractured Psyche
FrightenedFrightened
FrightenedFrightened
FrozenFrozen

Vulnerable to BludgeoningVulnerable to Thunder Vulnerable to ForceResistant to all Fire

Gaping WoundsGaping Wounds
  • Successful attacks against the creature deal an additional 2⁠Piercing⁠Piercing damage.
  • Removed by healing.
GarrottedGarrotted
  • Affected entity is being strangled by a garrotte. It is Silenced and takes 3d6⁠Bludgeoning⁠Bludgeoning damage per turn.
  • Both the entity and the garrotter can't move until the condition ends.
  • If the entity and the garrotter are forcibly moved more than 5 m (17 ft) apart, this condition ends.
Garrotted: RestrainedGarrotted: Restrained
HarmHarm
  • Affected entity's maximum Hit Points have been reduced by the damage inflicted by the Harm spell
  • This condition is a Disease
Hellfire CurseHellfire Curse
Hellish SphereHellish Sphere
  • Creature is standing within 3 m (10 ft) of a flaming sphere and will take 6d6⁠Fire⁠Fire damage at the end of its turn. On a second save, it will still take half damage.
  • Dexterity save, based on the user's Wisdom Spell Save DC.
Hellish SphereHellish Sphere
  • Enemies and objects within 3 m (10 ft) of the sphere at the end of their turn take 6d6⁠Fire⁠Fire. On a successful save, they still take half damage.
Hexblade's CurseHexblade's Curse
  • Cursed by a Hexblade warlock. The warlock who cursed this entity adds their proficiency bonus to damage rolls against them. The number they need to roll a Critical Hit while attacking this entity is also reduced by 1.
Hexed: CharismaHexed: Charisma
Hexed: ConstitutionHexed: Constitution
Hexed: DexterityHexed: Dexterity
Hexed: IntelligenceHexed: Intelligence
Hexed: StrengthHexed: Strength
Hexed: WisdomHexed: Wisdom
Hideous LaughterHideous Laughter
Holy FireHoly Fire
  • Takes 1~4⁠Radiant⁠Radiant damage per turn.
Horrific VisageHorrific Visage
Houndmaster's PreyHoundmaster's Prey
Hunger of HadarHunger of Hadar
  • A sphere of cold blackness, teeming with unknown horrors.
  • Creatures starting their turn in the area take 2d6⁠Cold⁠Cold. Creatures ending their turn in the area possibly take 2d6⁠Acid⁠Acid.
  • The area is Difficult Terrain Difficult Terrain, and creatures within are Blinded Blinded.
Hunter's Mark QuarryHunter's Mark Quarry
  • Affected entity suffers an additional 1d6⁠Weapon⁠Weapon damage if the spellcaster hits it with a weapon attack.
HystericalHysterical
  • Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?
Infernal BurningInfernal Burning
Insect PlagueInsect Plague
MadnessMadness
  • Hostile to everyone in the vicinity.
MaimedMaimed
MalfunctioningMalfunctioning
Miasmic Mists AuraMiasmic Mists Aura
  • At the start of Cazador's turns, this creature may become Blinded Blinded and take 3d6⁠Necrotic⁠Necrotic while within 4 m (13 ft) of the vampire.
Mirth-WrackedMirth-Wracked
Missing PetsMissing Pets
MoonbeamMoonbeam
  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10⁠Radiant⁠Radiant. On a successful save, targets still take half damage.
MoonbeamMoonbeam
  • Creature is engulfed by ghostly flames that inflict 2~20⁠Radiant⁠Radiant damage per turn. On a successful save, the creature still takes half damage.
MoonfireMoonfire
  • The blessing of Dame Aylin's divine mother deals 2d10⁠Radiant⁠Radiant to foes that come within 3 m (10 ft) of her or start their turn there.
MuddyMuddy
Murderous Dagger CloudMurderous Dagger Cloud
Nature's WrathNature's Wrath
Necromantic RestraintsNecromantic Restraints
  • Affected entity can't move.
Necrotic AuraNecrotic Aura
  • Gale exudes Necrotic energy. Nearby creatures take 1d4⁠Necrotic⁠Necrotic every turn.
Noxious FumesNoxious Fumes
Noxious FumesNoxious Fumes
  • Hostile creatures in a radius of 3 m (10 ft) take 1d4⁠Acid⁠AcidDRS damage.
Off BalanceOff Balance
Oily SupOily Sup
PacifiedPacified
  • Incapacitated. Can't move or take actions, bonus actions, or reactions.
ParalysedParalysed
ParalysedParalysed
PetrifiedPetrified
Phantasmal ForcePhantasmal Force

Haunted by an echo of the last thing that attacked them.

  • Takes 1d6⁠Psychic⁠Psychic damage each turn.
  • When the target takes damage from another source, Phantasmal Force changes to that damage type.
  • At the end of each turn, the target makes an Intelligence Saving Throw Intelligence Saving Throw. On a success, the condition ends.
Phantasmal KillerPhantasmal Killer
  • Affected entity is haunted by its worst nightmares.
PinchedPinched
PoisonedPoisoned
PoisonedPoisoned