Builder’s Gate

Updated 2026-09-27

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Effects

53 entries

53 Baldur’s Gate 3 condition and equipment explanations: when they apply and what they change in combat.

Start with hit chance, critical hits, and other rules

Start at Stage 1, or search for an effect you have encountered. The stages follow what you need to understand first.

Stage 2 · Reading the situation

Choose your next action by checking the enemy and your surroundings.

  • Prone

    A Prone creature cannot move or act until it gets up.

  • Blinded

    A Blinded creature has trouble landing attacks and is easier to hit.

  • Poisoned

    Poisoned imposes Disadvantage on attack rolls and ability checks.

  • Bleeding

    A Bleeding creature takes 2 Slashing damage at the start of its turn and has Disadvantage on Constitution saving throws.

  • Burning

    A Burning creature takes 1d4 Fire damage each turn.

  • Acid

    The Acid condition reduces Armour Class by 2.

  • Paralysed

    A Paralysed creature cannot move or take actions, bonus actions, or reactions.

  • Stunned

    A Stunned creature cannot move or take actions, bonus actions, or reactions.

  • Sleeping

    A Sleeping creature cannot move or act, but damage or Help can wake it.

  • Unconscious

    An Unconscious creature cannot act normally.

  • Frightened and Fearful

    Frightened prevents movement, while Fear makes a creature flee its source. These are different conditions.

  • Charmed

    A Charmed creature cannot attack the caster who charmed it.

  • Confused

    A Confused creature may attack indiscriminately, wander, or skip its turn.

  • Restrained

    A Restrained creature cannot move and has trouble landing attacks.

  • Ensnared

    Ensnared prevents movement and can penalize attacks and saving throws.

  • Silenced

    Silenced prevents casting spells that require a verbal component.

  • Slowed

    Slowed reduces movement and allows either an action or a bonus action on a turn.

  • Hastened and Lethargic

    Hastened grants extra action and movement, but ordinary Haste leaves the target Lethargic when it ends.

  • Invisible

    Invisible conceals a creature and grants Advantage on its attacks.

  • Bless

    Bless adds 1d4 to attack rolls and saving throws.

  • Bane

    Bane subtracts 1d4 from the target’s attack rolls and saving throws.

  • Rage

    Rage improves a Barbarian’s offense and defense but restricts spellcasting and Concentration.

  • Petrified

    A Petrified creature cannot move or take actions, bonus actions, or reactions.

  • Disarmed

    Disarmed means a creature has dropped its weapon.

  • Surprised

    A Surprised creature is prevented from acting at the opening of combat.

  • Goaded

    Goaded imposes Disadvantage when the creature attacks someone other than the source of the effect.

  • Dazed

    Dazed prevents reactions and weakens Wisdom saves and defense.

  • Knocked Out

    A Knocked Out creature cannot act in combat, but this is distinct from Downed or dead.

  • Grounded

    Grounded prevents a creature from being moved by external force.

  • Off Balance

    Off Balance makes a creature easier to hit and imposes Disadvantage on Strength and Dexterity ability checks.

Stage 3 · Combining effects

Learn how one effect changes the result of another.

  • Wet

    Wet makes a creature Vulnerable to Lightning and Cold damage and Resistant to Fire damage.

  • Chilled

    Chilled grants Vulnerability to Cold damage and Resistance to Fire damage.

  • Frozen

    A Frozen creature is trapped in ice and cannot act.

  • Arcane Acuity

    Arcane Acuity increases spell attack rolls and spell save DC according to its remaining stacks.

  • Arcane Synergy

    Arcane Synergy adds your spellcasting ability modifier to weapon attack damage.

  • Lightning Charges

    While Lightning Charges remain, they grant an attack-roll bonus and additional Lightning damage.

  • Radiating Orb

    Radiating Orb reduces the target’s attack rolls according to its remaining stacks.

  • Reverberation

    Reverberation weakens Strength, Dexterity, and Constitution saves and can trigger extra damage and Prone at its threshold.

  • Heat

    Heat deals Fire damage to its bearer, but Heat Convergence can spend it to improve subsequent Fire damage.

  • Mental Fatigue

    Mental Fatigue reduces Intelligence, Wisdom, and Charisma saving throws according to its remaining stacks.

  • Force Conduit

    Force Conduit reduces incoming Bludgeoning, Piercing, and Slashing damage according to its stacks.

  • Encrusted with Frost

    Encrusted with Frost imposes Disadvantage on Dexterity saves and can cause Frozen when enough stacks accumulate.

  • Life Essence

    Life Essence can be spent instead of a spell slot for qualifying Necromancy spells.

  • Reeling

    Reeling lowers the target’s attack rolls according to its remaining turns.

  • Arcane Ward

    Arcane Ward reduces incoming damage according to the ward’s intensity.

  • Momentum

    Momentum increases movement speed according to its remaining turns.

  • Wrath

    Wrath increases melee weapon damage according to its remaining turns.

  • Arcane Charge

    Arcane Charge adds 2 spell damage against a Threatened target.

  • Oil of Combustion

    Hitting with a weapon coated in Oil of Combustion prepares a target for an explosion triggered by Fire damage.

  • Rotting and Flesh Rot

    Rotting imposes Disadvantage on Charisma checks and saves; Flesh Rot additionally makes the creature Vulnerable to all damage.

  • Resonating Ki

    Ki Resonation marks a creature so a Monk can detonate its ki with a follow-up ability.

  • Crown of Madness

    Crown of Madness drives the target to attack a nearby creature other than the caster.

  • Reflective Shell

    Reflective Shell sends projectiles aimed at its bearer back toward their origin.