All Baldur’s Gate 3: Status Effects Overview

In Baldur’s Gate 3, some status effects are powerful, others are humorous, but all of them are extremely useful, we list all status effects and focus on the best ones.

Oathbreaker Paladin Build

This short guide explains what are status effects and lists them all. Below you’ll find a table with all names and descriptions of what they exactly do in Baldur’s Gate 3. We also discuss the best status effects that you should always consider focusing on while playing the game.

What are Starus Effects?

Baldur’s Gate 3 Prone Status Effect
Prone Status Effect

Status Effects in Baldur’s Gate 3 provide characters with either bonuses or penalties that impact them for a specific duration. Positive effects typically arise from Skills and Equipment, whereas negative effects originate from enemy weapons and abilities. The duration of Status Effects can span a certain number of turns or endure until the next short or long rest. Additionally, some statuses are permanent, and last until another character takes a specific action, such as consuming a Potion or taking damage. The player can take on the Help action to assist a target in removing certain status effects such as Prone, Downed, Sleeping, Enwebbed, and Ensnared.

All Status Effects in Baldur’s Gate 3

The following table presents all status effects in Baldur’s Gate 3 and how they affect the characters during combat:

Status Effect’s NameStatus Effect
AcidReduces Armour Class by 2.
Aura of LeadershipNearby allies deal an additional 1d4 Force damage, as long as the hobgoblin isn’t incapacitated.
BaneReceive a 1d4 penalty to attack rolls and saving throws.
Bleeding Take 2 slashing damage at the start of each turn and has a disadvantage on Constitution Saving Throws.
BlindedRanged attacks and spells have a range of 15ft and Attack Rolls suffer Disadvantage.
BloodDouses unprotected flames. Can be frozen.
BloodlessFeels a bit woozy. -1 to Attack Rolls, Saving Throws, and most Ability Checks
Braced
BurningTake an additional 1d4 Fire damage per turn for the duration.
Buthir’s WrathButhir is enraged! Strength increased by 4, Armour Class Reduced by 2.
CalmedCan’t be Charmed or Frightened.
Castic BrineCovered in caustic brine. Takes 1d4 Acid damage per turn.
CharmedA Charmed creature can’t harm the charmer, and the charmer has advantage on Charisma checks against the creature.
Chest TraumaHas Disadvantage on Constitution Saving Throws and has one fewer action. Removed by healing.
Cold
CrippledMovement speed reduced to 0, and has Disadvantage on Dexterity Saving Throws.
DazedHas Disadvantage on Wisdom Saving Throws, can’t take Reactions, and loses the Dexterity bonus to their Armour Class.
DeadThis creature is dead.
Death WishCreature carries a powder keg. It could explode at any moment.
Difficult TerrainCharacter moves at half speed.
DisstressedThe Owlbear has sustained damage to its eye. It cannot make Critical Hits and has Disadvantage on Perception Checks.
DownedIf you reach 0 hit points, you fall Unconscious 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.
ElectrocutedTakes 1d4 Lightning damage at the start of each turn
EncumberedCarrying too much weight. Movement Speed reduced, and Jump distance is halved.
EnsnaredEnsnared creatures cannot move and take 1d6 Piercing at the start of each turn.
EntangledCannot move.
EnthralledNo longer in control of itself.
EnwebbedCannot move. Attack rolls against you have advantage, while your attack rolls have disadvantage. You also have disadvantage on Dexterity saving throws.
Exhausted
FeebleDeal half damage with weapon attacks that use Strength.
FrenziedDeal 2 extra damage with melee and improvised weapons, and when throwing objects. Has Resistance to physical damage, and Advantage on Strength Checks and Saving Throws. Cannot cast or concentrate on spells.
FrightenedA 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.
FrostbiteWhen taking cold damage, takes an additional 1 cold damage per turn of Frostbite remaining.
Gaping WoundsAttacks against this creature deal an additional two piercing damage. Removed by healing.
HamstrungMovement Speed reduced by 50%.
HappyAstarion’s vampiric hunger has been temporarily sated. +1 to all Attack Rolls, Saving Throws, and most Ability Checks.
Heavily EncumberedCarrying far too much weight. Movement Speed heavily reduced, and you can no longer climb or Jump. You also have Disadvantage on Ability Checks and Attack Rolls, as well as Strength, Dexterity, and Constitution Saving Throws.
Heavily ObscuredYou are hiding in a heavily obscured area. Expect to go undetected unless you get too close to another creature.
IncapacitedCannot take Actions or Reactions. Lose Concentration, if maintaining a Concentration spell.
InfestedCrawling with tiny spiders that deal 1d4 Piercing damage and 1d4 Poison damage each turn. When hit with a melee attack, the infestation spreads to the attacker. Upon death, the infestation spreads to all nearby creatures.
Lightning ChargesLightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning Damage.
Magmatic DisturbanceThe presence of this creature disturbs nearby lava, making it bubble and explode.
Magmatic RegenerationRegain 10d6 hit points when starting a turn in lava.
MudDifficult terrain – Character moves at half speed.
NewbornGathering its bearings. Disadvantage on attack rolls, lowered Armour Class and Hit Points, and cannot take reactions.
Off BalanceThe effected entity has disadvantage on strength and dexterity checks, and attack rolls against the entity have advantage.
OilFlammable.
Owlbear’s RangeThe Owlbear is enraged! Strength is increased by 2.
ParalyzedCreature is Incapacitated. Automatically fails all Strength and Dexterity Saving Throws. Attack Rolls against the creature have Advantage. Any attack roll made against this creature by an attacker within 10 ft automatically hits and is an automatic Critical Hit.
PinchedTakes 1d4 damage at the beginning of each turn and Movement Speed is reduced by 10ft.
PoisonedSuffers disadvantage on attack rolls and ability checks.
Poisonous FumesTakes 1d4 Poison damage per turn. Suffers Disadvantage on Attack Rolls and Ability Checks.
PreparedDeal an additional amount damage with your melee weapon for the rest of the turn.
ProneInflicts disadvantage on Strength and Dexterity saving Throws.
RalliedMaximum Hit Points increased by 8.
Reckless WarcryStrength is increased by 3, while Armour Class is decreased by 1.
ReelingRecovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining.
Sapped
ShatteredImbued with the gnawing exhaustion of endless labour. Receives an additional 1d4 piercing damage when struck with deep delver.
ShockedCannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity.
SilencedBecomes unable to cast verbal Spells.
Silvanus’ BlessingProficiency in Nature and Animal Handling.
SleepingA sleeping creature cannot move or act. Moreover, the creature automatically fails Strength and Dexterity Saving Throws. Attack Rolls against it have Advantage, and any attack that hits the creature is a Critical Hit if the attacker is within 5ft of the creature.
Slightly DrunkJust drunk enough for everyone to notice. Strength increased by 2, Disadvantage on Charisma and Dexterity Checks.
Soul BrandingCreature’s Movement Speed is increased by 5ft, and its next weapon attack deals an additional 2d4+1 Fire Damage. This condition ends upon landing a successful weapon attack.
StunnedCan’t move or take actions, bonus actions, or reactions
SurprisedCannot take actions or reactions.
ThreatenedAn enemy is close. Creature has disadvantage on ranged attacks.
TurnedA turned creature must spend its turns trying to move as far away from the creature who turned it as possible. It can’t willingly move to a space within 30ft of that creature. It also can’t take Reactions. For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. The condition ends upon taking damage.
Twisting VinesDifficult terrain – Characters move at half speed and may become Ensnared.
UnconsciusCharacter is unconscious.
Under OperationTargets cannot move or speak.
WaterDouses unprotected flames. Can be electrified or Frozen.
Weak GripHas disadvantage on attack rolls and Strength Saving Throws. Removed if an ally Helps this creature.
WetPrevented from burning. Resistant to Fire Damage but Vulnerable (double damage) to Lightning and Cold Damage.
WrathYou have a +1 bonus to melee damage.

What are the best Status Effects to use?

The best status effects in Baldur’s Gate 3 allow you to apply certain disadvantages on the enemies that will either damage them greatly over time or make them unable to attack you back.

Here is a few examples of the best status effects in Baldur’s Gate 3:

  1. Stunned, Paralyzed & Shocked: effects make the enemies unable to deal damage to your party and are a great cc option.
  2. Sleeping: is a fantastic crowd control status effect that will also exclude characters from the fight, however, keep in mind that like many of those effects, if you damage the sleeping enemy, they will wake up immediately.
  3. Threatened is something you’ll see a lot. If you approach a range enemy they will become threatened and will gain a disadvantage to their attack. The same applies to your characters so be aware of this status effect mechanic in Baldurs gate 3.
  4. Silenced: will make any caster character unable to attack. Use it on enemies that primarily cast spells.
  5. Prone: is a status effect best to use on melee characters or those who use bow or crossbow. It will add a disadvantage for Strength and Dexterity saving Throws.
  6. Burning & Electrocuted: are powerful effects that deal additional damage over time to the enemy.
  7. Poisoned: character will gain a disadvantage on all attacks and saving throws making them less dangerous on the battlefield.
  8. Crippled, Hamstrung & Pinched: all reduce movement speed so are great if you face the enemy that quickly moves around dealing damage to your team.
  9. Surprised: If you start the fight from stealth and catch the enemy off guard you have a chance to trigger a surprised status effect. It’ll force your opponent to skip the first turn and you’ll gain an advantage from the start regardless of your initiative.


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