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Returning 35 results for 'been beings diffusing channel reaction'.
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron
Monsters
Quests from the Infinite Staircase
magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold
Monsters
Guildmasters’ Guide to Ravnica
linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded
crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.
The current leader of the kraul is a death priest named Mazirek.
Feats
Planescape: Adventures in the Multiverse
You can channel cosmic forces of good to gain these benefits:
Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.
Soothe Pain. When you or a creature within
30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Magic Items
Storm King's Thunder
properties, which work only while it’s on your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance
attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Monsters
Bigby Presents: Glory of the Giants
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in
Species
Spelljammer: Adventures in Space
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
Monsters
The Book of Many Things
with advantage.Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with
until the creature is freed by the Greater Restoration spell or other magic.
A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn.
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
action, you can command the servant to take one of the actions in its stat block or some other action.
When a creature provokes an opportunity attack from the servant, you can use your reaction to command
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Channel Divinity 3rd-level Oath of Glory feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. (RYAN PANCOAST) Peerless
Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
ability, magic weapon 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, flame strike Tiefling Paladin of Glory Channel Divinity 3rd-level Oath of Glory feature You
gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a
successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Giff Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms. Although they don’t realize it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following ways corresponding to their reaction: Join Lady Silvra or Belligerence. Characters who say they’ll join Lady Silvra or who taunt the voice hear the scream but aren’t affected by it. Instead
bleed until the end of their next turn. Channel Divinity. If a character uses the Channel Divinity class feature, treat this manifestation as a haunted trap with a +4 Haunt Bonus. If the character’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift). Sudden Cacophony. When you are hit by an attack roll, you can use your reaction to channel your haunting
Gathered Whispers You are haunted by spiritual beings, whether the souls of the departed or entities from another plane. Their voices endlessly whisper, taunt, or cajole, sometimes rising to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
banishment, guardian of faith 17th circle of power, geas Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Champion Challenge. As a bonus action, you
action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they defend. They frequently change into giant, idealized versions of the animals they’re associated with—albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
that run across the surface. The orb has the following properties, which work only while it’s on your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For
weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that
use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Level 2: Channel Divinity You can channel divine energy directly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a
creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Channel Divinity: Order’s Demand 2nd-level Order Domain feature You can use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Level 2: Channel Divinity You can channel divine energy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Way of the Sun Soul Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable
the attacks you make as part of the Attack action. Searing Arc Strike At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Sun Soul Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light
, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Beholders One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with
tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Channel Divinity: Balm of Peace 2nd-level Peace Domain feature You can
use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions. A leprechaun’s
gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn
Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass. Path of the Berserker Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they
condition ends on you. Level 10: Retaliation When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it
Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.






