Baldur’s Gate 3: All status effects explained

Lucas Simons
Baldur's Gate 3 status effects

Baldur’s Gate 3 floods you with all sorts of information during your playthrough, but one of the most important ones you have to look out for are the status effects. Here’s a detailed explanation of every status effect in BG3.

Status effects are a feature common to most RPGs, and Baldur’s Gate 3 is no exception. These let you know if your character is afflicted by a condition or if they’re benefitting from some ability boosts. The status effects in Baldur’s Gate 3 are all taken from DnD, but some of them may have minor changes. Several of these offer some serious advantages to you and your companions, while others can cause harm.

Here is a list of every status effect in Baldur’s Gate 3 along with how they affect your characters’ stats.

What is a status effect in Baldur’s Gate 3?

A status effect is a condition that alters the way your character moves, heals, takes actions, interacts with the environment, or does damage in Baldur’s Gate 3. They can be positive or negative, and learning what they do is key to taking down the hardest late-game challenges.

Status effects have a considerable impact on Baldur’s Gate 3 gameplay, even during dialogue phases. So keep that in mind when you traverse through the many locations of the Sword Coast you will explore during your adventures.

These effects can be caused by the environment, spells, abilities, weapons, enemy attacks, or by items equipped or used by your character. They can alter your character, allied NPCs, and enemies so you can use them to your advantage during combat.

Jaheira Baldur's Gate 3 dialogue status effect
Some status effects can alter the outcome of dialogue, so be extra careful before making choices.

List of negative status effects in Baldur’s Gate 3

Negative status effects in Baldur’s Gate 3 cause damage, disadvantage and diminish your character capabilities during combat and outside of it.

Here’s a full list of all negative status effects present in Baldur’s Gate 3 and how they alter your character stats:

BG3 Status EffectEffect Description
AcidThe unit has its Armor Class reduced by 2
BaneThe unit receives a 1d4 penalty to attack rolls and saving throws
BleedingThe unit is dead. Can be revived if it’s a companion. Cannot be revived if enemy or allied NPC
BlindedRanged attacks and spells have a range of 15 ft, and melee attack rolls suffer Disadvantage.
BloodlessThe unit has -1 to attack rolls, saving throws, and ability checks
BurningThe unit takes fire damage per turn over the duration of the condition
CausticThe unit takes 1d4 acid damage per turn
CharmedThe unit can’t harm the enemy that charmed it, and has CHAR disadvantage against the caster
Chest TraumaThe unit has Disadvantage on CON saving throws, -1 to Actions per turn
ChilledThe unit becomes vulnerable to Cold damage, and Resistant to Fire damage
CrippledThe unit’s movement speed reduced to 0, and has Disadvantage on DEX saving throws
DazedThe unit has Disadvantage on WIS saving throws, can’t take Reactions, and loses the DEX bonus to their Armour Class
DeadThe unit is dead. Can be revived if its a companion. Cannot be revived if enemy or allied NPC
Difficult TerrainHalves movement speed of the unit
DownedYour character has reached 0 HP, and need to take three successful Death saving throws to become stable, if it fails three times, it dies.
ElectrocutedThe unit takes 1d4 lightning damage at the start of each turn
EncumberedThe unit’s movement speed is reduced, and Jump distance is halved
EnsnaredThe unit cannot move and takes 1d4 piercing damage each turn
EntangledThe unit cannot move and attack rolls against the affected unit have Advantage
EnthralledLost control of the unit for the duration of the effect
EnwebbedThe unit cannot move, attack rolls against it have Advantage, attack rolls have Disadvantage. You also have Disadvantage on DEX saving throws.
FeebleThe unit causes half damage with STR based weapons
FlammableThe unit becomes flammable, when taking fire damage, it explodes taking 2d4 extra fire damage and spreading Burning to all units around it
FrightenedThe unit has disadvantage on ability checks, runs away from the source of its fear, and can’t willingly move near the unit that caused the fear effect
FrostbiteIf the unit takes cold damage when affected by Frostbite take an additional 1 cold damage per turn of Frostbite remaining.
Gaping WoundsAttacks against this unit deal an additional two piercing damage.
HaemorrageThe unit suffers 1d6 piercing damage at the end of each turn for the duration of the effect
HamstrungThe unit’s movement speed is reduced by 50%
Heavily EncumberedThe unit’s movement speed reduced by 75%, and can no longer climb or jump. Also has Disadvantage on ability checks, attack rolls, as well as STR, DEX, and CON saving throws
IncapacitatedThe unit becomes stunned and unable to act or react, loses concentration in case it is channeling a spell
InfestedThe unit becomes infested with tiny spiderlings that deal 1d4 piercing damage and 1d4 poison damage each round for the duration of the effect, attacks on this unit spread the effect to the attacker. Upon death, the infestation spreads to all nearby units
LethargicThe unit becomes unable to take actions, reactions or move, and needs to recover for one turn during combat or outside combat
MudCauses the unit the same effects as Difficult Terrain, unit moves at half speed
NauseatedThe unit becomes vulnerable to Psychic and Acid damage until next long rest
Noxious FumesThe unit takes 1d4 Poison damage each turn. It must succeed a CON saving throw or take an additional 2d4 Poison damage on a failed roll, or half damage if the roll is successful
Off BalanceThe unit has Disadvantage in DEX and STR saving throws, attacks against this unit have Advantage
Oil(ed)Unit becomes Flammable
ParalyzedThe unit is unable to act, react, automatically fails DEX and STR saving throws, other units attacking it have Advantage on attack rolls, any attack made to the unit from 10ft distance are an automatic hit and Critical Hit
PinchedThe unit takes 1d4 piercing damage each turn and has its movement speed reduced by 10ft
PoisonedThe unit has a Disadvantage on attack rolls and ability checks for the duration of the effect
ProneThe unit has Disadvantage on STR and DEX saving throws, and has to recover at the beginning of next turn, losing all its movement speed
ReelingThe unit has -1 penalty to attack rolls for the duration of the combat phase
ShockedThe unit cannot take reactions and has Disadvantage on DEX ability checks and saving throws
SickenedThe unit becomes vulnerable to most types of damage, except slashing and sacred
SilencedThe unit becomes unable to cast spells or spell-like abilities
SleepingThe unit cannot move, becomes unable to react, fails automatically every STR and DEX saving throw, attack rolls against it have Advantage, and any enemy hitting the sleeping unit at 5ft range scores an automatic Critical Hit
StunnedThe unit cannot move, take actions, bonus actions, or reactions
SurprisedThe unit cannot take actions or reactions, nor move during initial round of the combat
ThreatenedThe unit is threatened by enemies, cannot move without causing an Opportunity Attack, and has Disadvantage on ranged attacks
TurnedThe unit becomes affected by Fear and needs to take every possible action or reaction to move away from the unit causing its Fear
Twisting VinesThe unit becomes affected by Difficult Terrain and takes 1d4 piercing damage each turn until a DEX saving throw ceases the effect. In certain environments, piercing damage is replaced by 1d4 necrotic damage
Weak GripThe unit has Disadvantage on attack rolls and STR saving throws, must immediately make a DEX save or lose current held weapons
WetPrevents the Burning effect, but the unit becomes Vulnerable to cold and lightning damage

List of positive status effects in Baldur’s Gate 3

Positive status effects in Baldur’s Gate 3 boost your character stats and allow you to gain an advantage on most saving throws, skill checks, and during combat.

Here’s a full list of all positive status effects present in Baldur’s Gate 3, and what benefits they grant to your character:

BG3 Status EffectEffect Description
Arcane AcuityThe unit has a +1 bonus to its spell attack rolls and spell difficulty class per turn until the duration of the effect expires
Arcane SinergyThe unit adds its spellcasting ability modifier as bonus weapon damage for melee or ranged attacks until the duration of the effect expires
Aura of LeadershipUnits around the source cause an additional 1d4 force damage when hitting with a melee or range attack
Aura of CourageUnits around the source are immune to Fear effects, and gain Advantage on their CON, WIS, and INT saving throws
AwakenedThe units are able to use Ilithid powers as a Bonus Action each turn
BlessedThe units receive an additional 1d4 to attack rolls and saving throws
BracedThe unit loses half its movement speed, and for the rest of the turn, rolls ranged or melee damages twice, and takes the highest result
CalmedThe unit cannot be affected by Charm or Fear
GuidanceThe units receive an additional 1d4 to skill checks
HappyThe unit gains +1 to all attack rolls, saving throws, and most ability checks
HastedThe unit gains +2 to Armor Class, and takes an additional action or reaction each turn, doubles the movement speed. After the duration of the effect ceases, the unit becomes Lethargic
HeatThe unit takes 1d4 fire damage each turn, but unlocks the ability to use Heat Covergence, dealing 2d4 additional fire damage with melee or ranged attacks
Heavily ObscuredThe unit becomes really hard to detect, has Advantage on Stealth skill checks and synergizes with certain items for additional bonuses
HeroismThe unit becomes immune to Fear effects and gain 10 temporary HP each turn during the duration of the effect
InvisibleThe unit becomes invisible and has Advantage on attack rolls, units cannot target it unless revealed. The effect ceases when the unit attacks or is revealed. Greater Invisibility allows units to attack without ceasing the effect
Lightning ChargesThe unit gains +1 to attack rolls and deals 1 additional lightning damage. Additionally, when reaching 5 charges, the next spell or attack does 1d8 additional lightning damage
MomentumThe unit gains an increase in movement speed by 5ft per charge, the unit loses all charges if Restrained, Incapacitated, Prone, or slowed down by Difficult Terrain
PreparedThe unit gains extra 1d4 slashing damage on the next melee attack
ProtectionThe unit is protected against energy, or attacks according to the source of the effect, and gains certain immunities to damage, or Advantage against effects caused by damage that comes from designated sources
RalliedThe unit gains +8 to its maximum HP until the duration of the effect ceases
ResistanceThe units receive Advantage in CON, WIS, INT, CHAR, and DEX saving throws
ThaumaturgyThe unit gains Advantage on Intimidation and Performance skill checks
True StrikeThe unit gains Advantage on attack rolls
WrathThe unit gains +1 to melee attack damage per turn, per charge of Wrath, until the duration of the effect ceases

That was every status effect in Baldur’s Gate 3, remember to also check our guides for more content:

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