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Returning 35 results for 'becoming been diffusing certain reactions'.
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becoming been defusing certain reaction
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if
Classes
Player’s Handbook
, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
spells
Tasha’s Cauldron of Everything
a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when
feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start
Monsters
Mordenkainen Presents: Monsters of the Multiverse
opportunity attacks.White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of
Asmodeus’s plans invites certain destruction.Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Van Richten’s Guide to Ravenloft
a certain area its territory and visits destruction upon all trespassers.
Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities
dissects victims or harvests their organs for the sake of medical understanding.
5
Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes.
6
Penitent. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Monsters
Quests from the Infinite Staircase
(as an action), TeleportThe Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
SACRED PLANTS AND WOOD
A druid holds certain plants to be sacred, particularly alder, ash
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
cannibalizing their victims, and then performed a sorcerous ritual while writhing in pools filled with living snakes that enabled them to mix their flesh with that of serpents, becoming like the gods in
royal family could poison a meal and declare it “safe” after taking a bite.
There are legends of certain yuan-ti infiltrating human cities and forming deadly covert societies that sell
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of
reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of
reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of
reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Traits A monster’s traits, if any, are features that are active at all times or in certain situations. Running a Monster
To ensure a monster acts in accordance with its Challenge Rating, follow
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Simply tasting or touching its waters can shatter a creature’s intellect and personality, as well as strip away its memories. Certain fiends are immune to the river’s effects, but most creatures have no
creature fails its saving throw and remains under the spell’s effect for 30 consecutive days, the effect becomes permanent (no save) and the creature loses all its memories, becoming a near-mindless
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Simply tasting or touching its waters can shatter a creature’s intellect and personality, as well as strip away its memories. Certain fiends are immune to the river’s effects, but most creatures have no
creature fails its saving throw and remains under the spell’s effect for 30 consecutive days, the effect becomes permanent (no save) and the creature loses all its memories, becoming a near-mindless
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Simply tasting or touching its waters can shatter a creature’s intellect and personality, as well as strip away its memories. Certain fiends are immune to the river’s effects, but most creatures have no
creature fails its saving throw and remains under the spell’s effect for 30 consecutive days, the effect becomes permanent (no save) and the creature loses all its memories, becoming a near-mindless
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of the Returned Death and life are two sides of the same coin. Opposite, but eternally connected. One cannot exist without the other.
—Slighos the Body-binder
Before becoming a god, Phenax
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of the Returned Death and life are two sides of the same coin. Opposite, but eternally connected. One cannot exist without the other.
—Slighos the Body-binder
Before becoming a god, Phenax
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of the Returned Death and life are two sides of the same coin. Opposite, but eternally connected. One cannot exist without the other.
—Slighos the Body-binder
Before becoming a god, Phenax
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Limited Usage Some special abilities — whether they are traits, actions, or reactions — have restrictions on the number of times they can be used. X/Day. The notation “X/Day” means a special ability
can be used a certain number of times and that a creature must finish a long rest to regain expended uses. Recharge X–Y. The notation “Recharge X–Y” means a creature can use a special ability once and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Limited Usage Some special abilities — whether they are traits, actions, or reactions — have restrictions on the number of times they can be used. X/Day. The notation “X/Day” means a special ability
can be used a certain number of times and that a creature must finish a long rest to regain expended uses. Recharge X–Y. The notation “Recharge X–Y” means a creature can use a special ability once and






