Status Effects

Name Icon Effect
Ancestral Hinderance Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Backlash Creature cannot take reactions.
Banished A creature banished is incapacitated and immune to all damage because it is on the same plane.
Barely Wounded A health status where a creature's health is: >= 75% and < 100%
Bleeding
  • A Bleeding creature suffers 1d4 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 10 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Blinded A blinded creature can't see and automatically fails any ability check that requires sight.
Bloodied A health status where a creature's health is: >= 25% and < 50%
Bolstered Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws.
Booming Blade Effect If the creature move action it takes thunder damage based on the spells layer.
Brand of Tethering Effect In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw.

On a failure, the teleport or plane shift fails.
Branded Castigation Each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Burning Acid
Casting The creature is casting a that takes longer than a round to cast, and therefore must do only this action until the cast timer is complete.

While casting the creature can move, if the spell description allows, but must continue to use the spell components (verbal, somatic, material) to complete the spell, otherwise the spell fails, and the spell slot is used.

This status effect is also applied if the caster uses a spell as a ritual, which takes 10 minutes to cast.
Challanged The creature cannot move AWAY from the creature.
Charmed
  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.
Concentrating You are concentrating on a spell or ability.

You can only concentrate on ONE spell or ability at a time.

If you take any damage, you must make a CON save the higher of: DC10 or DC = half damage taken (this is automatically rolled by the system).
Confused An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
Effect
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2 - 6The creature doesn't move or take actions this turn.
7 - 8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9 - 10The creature can act and move normally.
Crusher Effect When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dead A dead creature or player cannot take any actions, reactions, or use action points. The only hope now is for the creature to return to life by magic.
Deafened
  • A deafened creature can't hear and automatically fails any ability check that requires hearing.
Defense (-1) - Unprotected Certain effects can alter your AC by strengthening or weakening your defenses against attackers. Defense is measured in 4 levels. An effect can increase or decrease a creature’s Defense by one or more levels, as specified in the effect's description.

-2 to AC
Defense (-2) - Exposed Certain effects can alter your AC by strengthening or weakening your defenses against attackers. Defense is measured in 4 levels. An effect can increase or decrease a creature’s Defense by one or more levels, as specified in the effect's description.

-5 to AC
Defense (1) - Protected Certain effects can alter your AC by strengthening or weakening your defenses against attackers. Defense is measured in 4 levels. An effect can increase or decrease a creature’s Defense by one or more levels, as specified in the effect's description.

+2 to AC
Defense (2) - Fortified Certain effects can alter your AC by strengthening or weakening your defenses against attackers. Defense is measured in 4 levels. An effect can increase or decrease a creature’s Defense by one or more levels, as specified in the effect's description.

+5 to AC
Diseased There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc.
Dominated The creature obeys all commands, even if it is against the creature's nature.
Dying
  • Death Saving Throws At the beginning of the creature's turn, the creature rolls death saving throws.

    Death saving throws are made at the beginning of the character’s turn. Unlike other saving throws, there is no bonus from ability modifiers to this roll.

    Roll a d20. If the result is a 10 or higher, it counts as one success. If the result is less than 10, it counts as a failure. You want to get three successes to cling on to life and become stable. If you get three failures, your character dies. It doesn’t matter what order these successes or failures come in.

    It is possible to have a critical success or a critical failure on your death saves.

    On a roll of 1, you take two failures instead of the normal one.

    If you roll a 20, you instantly recover with 1 hit point.
  • Damage Taken While Dying While dying you are considered unconscious. Any attack roll done is an automatic critical (in terms to do massive damage to autokill the creature).

    If the player is hit by non-critical damage, the player automatically takes 1 failed death save.

    If the player is hit by critical damage, the player automatically takes 2 failed death saves.
  • 3 Death Saves After 3 failed death saves your character is considered dead.
  • Hidden Rolls All death saving throws are considered hidden rolls, and the result is only visible to the DM. This helps prevent metagaming by players.
Encumbered If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
Enfeebled Weapon attacks by the creature are halved in damage.
Euphoria The target cannot take reactions. Roll on a d6:
Euphoria Random Table
EffectDescription
1 - 4WanderThe target takes no action or bonus action and uses all of its movement to move in a random direction.
5 - 6Save AttemptThe target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Exhaustion (Level 1)
  • Levels of Exhaustion This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
  • d20 Rolls Affected When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
  • Spell Save DCs Affected Subtract your exhaustion level from the Spell save DC of any Spell you cast.
  • Ending the Condition -> Finishing a Long Rest or Full Rest removes 1 of your levels of exhaustion.
    -> Casting Lesser Restoration removes 1 stack of exhaustion.
    -> Casting Greater Restoration removes 2d6 stacks of exhaustion.
    -> Another creature using a Medicine check vs DC 15+Current Stacks of Exhaustion, during a Long Rest or Full Rest

    When your exhaustion level reaches 0, you are no longer Exhausted.
  • Gritty Rules Certain campaign settings can increase difficulty for creatures, and make the game more dynamic by taking exhaustion stacks trigger when certain effects happen. A few examples:

    -> Taking a critical hit (and passing a DC15 CON save)
    -> Dropping to zero HP into a Dying status
    -> Taking massive damage (over 1/2 Max HP in 1 hit)
    -> Not drinking water or eating food for an extended period of time

    Exhaustion can replace the idea of lingering injuries sustained from intense fighting, and create more gritty realism, or mortality to players and creatures.

    These example options are turned on by the DM in the campaign settings.
  • Undead and Constructs Certain monsters or creature types are tireless or have an Unusual Nature and are immune to exhaustion.
Exhaustion (Level 10) The creature is dead when their exhaustion reaches 10 stacks.
Exhaustion (Level 2)
Exhaustion (Level 3)
Exhaustion (Level 4)
Exhaustion (Level 5)
Exhaustion (Level 6)
Exhaustion (Level 7)
Exhaustion (Level 8)
Exhaustion (Level 9)
Feebleminded The creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.
Freedom of Movement Effect The target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

Finally, being underwater imposes no penalties on the target's movement or attacks.
Fresh A health status where a creature's health is = 100%
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.
Grappled
  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Grappling A creature who has successfully completed a grapple check, is grappling a creature. Their speed is halved.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Greater Invisible Not only are you invisible, but you are not revealed while: using abilities, casting spells, skill checks, or making any attacks.
Guidance Effect - The creature adds d4 to an ability check
- One use.
Hamstrung The speed of the creature is halved.
Hasted
  • +2 AC
  • Advantage of DEX saving throws
  • Speed Doubled
  • One extra action: One weapon attack, dash, disengage, hide, use and object
  • When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Heavily Encumbered If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Heroism Effect - immune to frightened
- gains temp HP per round based off casters spell casting mod
Hidden To be hidden, you must first successfully take the Hide action.

This means the character must have some type of obscurement to ALL hostile creatures in the encounter (as creatures will communicate if they see a creature trying to hide).

This status effect (hidden) is also HIDDEN (not visible) to the caster, this prevents metagaming, as the creature does not know if it is truly hidden or not. The DM can see all status effects (visible, hidden, or secret).

Once the caster is hidden, the caster CANNOT be targeted by hostile creatures, and is considered heavily obscured.

If successfully hidden the next attack the creature does, is considered at advantage.

The DM may also grant Surprised if this is acted outside of combat/initiative.
Holy Turned This status effect is broken on any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.

It also can’t take reactions.

For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.

If there’s nowhere to move, the creature can use the Dodge action.
Immobile The speed of the creature is zero.
Impaired An Impaired creature has disadvantage on attack rolls, skill checks, and saves that use STR, DEX, or CON.
Incapacitated
  • An incapacitated creature can't take actions or reactions.
Inspired This status effect goes away upon resting.

Optional Campaign Rule:
The main way a character gains Inspiration is by rolling a 20 for a d20 Test. The DM can also award Inspiration to a character who’s done something that is particularly heroic or amusing. This also can auto trigger for creatures (monsters).
Inspired (d10) Whenever you fail an attack, saving throw, or ability check, you automatically use your inspiration.

The inspiration is rolled, and added to the total roll modifier increasing the chance of success.

You may only have one inspiration effect at a time.
Inspired (d12) Whenever you fail an attack, saving throw, or ability check, you automatically use your inspiration.

The inspiration is rolled, and added to the total roll modifier increasing the chance of success.

You may only have one inspiration effect at a time.
Inspired (d4) Whenever you fail an attack, saving throw, or ability check, you automatically use your inspiration.

The inspiration is rolled, and added to the total roll modifier increasing the chance of success.

You may only have one inspiration effect at a time.
Inspired (d6) Whenever you fail an attack, saving throw, or ability check, you automatically use your inspiration.

The inspiration is rolled, and added to the total roll modifier increasing the chance of success.

You may only have one inspiration effect at a time.
Inspired (d8) Whenever you fail an attack, saving throw, or ability check, you automatically use your inspiration.

The inspiration is rolled, and added to the total roll modifier increasing the chance of success.

You may only have one inspiration effect at a time.
Inspired Mantle When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Invigorated A health status where a creature's health is = 100% + hp_temp
Invisible
  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Invulnerable You are immune to all damage.
Magic Weapon Effect Attacks become magical, and gain +1 to attack and damage rolls.
Maze Effect The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a Minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Mind Blank Effect Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Motivational Speech Effect You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
Nondetection Effect The target can't be targeted by any divination magic or perceived through magical scrying sensors.

The creature is immune to any effect that would sense its emotions or read its thoughts.
On Death's Door A health status where a creature's health is: > 0% and < 10%
Order's Curse The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends.
Paralyzed
  • A paralyzed creature is incapacitated and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned A poisoned creature has disadvantage on attack rolls and skill checks.
Possessed The creature is incapacitated and is now in a control of the possessor.

The possessor then disappears, and the target is incapacitated and loses control of its body. The possessor now controls the body but doesn't deprive the target of awareness. The possessor can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Power Word Pain Effect While the target is affected by crippling pain, any speed it has can be no higher than 10 feet.

The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws.

Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Prone
  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • Standing up from prone provokes and attack of opportunity (house rule).
Protection from Evil and Good Effect Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Raging When a barbarian rages he gains certain effects.

While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
Rattled The creature is rattled and has DIS on its next d20 Test.
Reality Break Effect Reality Break Effects
Reality Break Effects
EffectDescription
1 - 2Vision of the Far RealmThe target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3 - 5Rending RiftThe target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6 - 8WormholeThe target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9 - 10Chill of the Dark VoidThe target takes 10d12 cold damage, and it is blinded until the end of the turn.
Regenerate Effect For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
Repelled The creature cannot target this creature.
Resistance Effect The target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw.

The spell then ends.
Rested The creature has recently long-rested and cannot begin a long-rest.

The long rest timer starts once the player hits the rest button. When the first 3 hours are completed of the long rest or full rest, the rested status is applied using the start time. The creature must wait 24 hours of this time to do a long-rest.
Resting A creature is resting either to recover.

This is done by hitting the rest button in the character sheet within a campaign.

Resting 10 minutes completes a Short Rest.

Continue resting up to 4 hours completes the first half of a Long Rest, and resting an additional 4 hours completes the Long Rest.

A resting creature is automatically considered prone, typically standing up, or entering combat, ends the resting state.
Restrained
  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.
Sanctuary Effect You ward a creature within range against attack.

Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
See Invisibility Effect For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Sequestered By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Severe Bleeding
  • A severe bleeding creature suffers 3d6 Necrotic damage at the start of each of its turns until it regains at least 1 HP.
  • A creature can use its action to make a DC 12 Medicine check.

    Success: It removes the Bleeding condition from itself or another creature it can touch.
Silenced Cannot cast spells with verbal components.
Sleeping Creature is unconscious and prone, but any damage will wake the creature to a prone status.
Slowed Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.

Attacks Affected. Attack rolls against you have Advantage.

Dexterity Saves Affected. You have Disadvantage on Dexterity saving throws.
Song of Blades
Soul Breaker Target has disadvantage on ALL saving throws.
Spider Climb Effect The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or reduced movement.
Staggered Creature makes attacks at disadvantage.
Starving Food and Water
Characters who don’t eat or drink suffer the status effects of exhaustion stacks. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.
Stunned
  • A stunned creature is incapacitated, can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
Suffocating A creature can hold its breath for a number of minutes equal to 1 its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Surprised A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Telepathy Effect The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Time Ravage Effect If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
Tongues Effect This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
True Seeing Effect For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Truthsayer While this status effect is in place, the creature/item cannot lie.
Unbreakable Fey Majesty For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted.

On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Unconscious
  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Vitriolic Sphere Effect 5d4 acid damage at the end of its next turn.
Warding Bond Effect This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and +1 to saving throws, and it has resistance to all damage.

Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Water Walk Effect This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Well-Bloodied A health status where a creature's health is: >= 10% and < 25%
Withering The creature/target cannot heal or regain hit points.
Wounded A health status where a creature's health is: >= 50% and < 75%

-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information