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Returning 35 results for 'before bards diffusing certain reactions'.
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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
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
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
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
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
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->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->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
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->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
their traditions. This section presents the College of Lore subclass. College of Lore Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (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->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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. When you cast a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
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 monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
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 then the creature must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once, and then the creature must
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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 it
spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
certain types of theft, such as housebreaking or picking pockets. Besides characters with the criminal background, young urchins often find a place in criminal syndicates by filling this role. Rogues
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
after a short rest, they have the potential to use certain spells more times in a day than other classes do. Restricting Class Access Without changing the way a class functions, you can root it more
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
traits, if any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary. See also chapter 1
(“Actions”). Bonus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are listed in this section. Attack Notation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.” Traits. The monster’s traits, if any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary
. See also “Playing the Game” (“Actions”). Bonus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are listed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
material: Clay, 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
down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Monster characteristics that are active at all times or during certain situations appear here.
6Actions. The monster can take the actions here in addition to those in the Player’s Handbook
.
7Bonus Actions. This section provides a monster’s Bonus Actions, if any.
8Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any. The example monster doesn’t include these parts.






