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Returning 35 results for 'beam before doesn certain reaction'.
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Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Spells
Player’s Handbook
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spells
Player’s Handbook
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Spells
Player’s Handbook
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
Spells
Player’s Handbook
Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the
Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Beast. The heir targets a Beast it can see within 30 feet. The target can take a Reaction to move up to half its Speed and make one melee attack.
Monsters
Keys from the Golden Vault
harmless beams of light. It tirelessly protects whatever its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures.PoisonLight Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.
Unusual Nature. The defender doesn’t need air, food, drink, or sleep.Electrified Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Electrified Bite"} to
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
monsters
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating energy in a
monsters
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
":"Claws", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating
monsters
damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0 hit points, its current hit point total instead resets to 52 hit points, it recharges its Solar Beam
":"Claws", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
Dissonant Whispers
Legacy
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Spells
Player’s Handbook (2014)
psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
Magic Items
Icewind Dale: Rime of the Frostmaiden
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
Lantern of Tracking
d10
Creature Type
1
lantern-of
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw