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Returning 35 results for 'before being dash carried reaction'.
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Feats
Forgotten Realms: Heroes of Faerûn
saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of
if it was a spell attack.
18-19
Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into
Magic Items
Guildmasters’ Guide to Ravnica
Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
:
Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
Immediately after you take the
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
,” and it’s said that every action carried out on one layer has repercussions on the other—an equal and opposite reaction, though a more metaphorical than physical one. An adventure in Bytopia might
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
discomfort when passing between the plates. Metal carried in wrappings of cloth will burn through by the 50-foot mark, and it will similarly burn through leather by the 60-foot mark. Armored characters
damage, such as ice storm or cone of cold, which will nullify the effect long enough for the party to dash through.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
hit points. Her attack with the spear is +2 to hit for 1d6 piercing damage. Her husband is down to 2 hit points from an earlier fight. The children move at speed 20. They can be carried, but a character
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
points. Her attack with the spear is +2 to hit for 1d6 piercing damage. Her husband is down to 2 hit points from an earlier fight. The children move at speed 20. They can be carried, but a character
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
is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
caregiver’s turn. A companion can move and use their own reaction and bonus action independently. But they can take only the Dash, Disengage, or Dodge actions unless their caregiver uses a bonus action to
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a
, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. This reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
on saves. If you’re surprised, you can’t move or take an action on your first turn of the combat and you can’t take a reaction until that turn ends. Can you delay your turn and take it later in the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
being worn or carried by anyone else and set it on fire. Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra. You gain
your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can
shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
damage in this cave, it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack (+3 to hit) against one creature within 20 feet of the
the floor behind the statue is a holy symbol of Umberlee (25 gp) that has a minor magical quirk: when carried or worn by someone who is not a worshiper of Umberlee, the holy symbol fills its owner
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash
action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. Level 2: Unarmored
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash
action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. Level 2: Unarmored
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. A creature exposed to the gas must succeed on a DC 15 Constitution saving throw or become frightened for 1 minute. A creature frightened in this way must take the Dash action on each of its turns to
resembles a lich, wearing a crown on its head, slowly rises from the couch (and throws up its hands in apparent fear if the mace is being carried). A booming voice seeming to emanate from the whole of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action
, and Radiant. Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
options available to everyone—options such as Attack, Cast a Spell, and Dash—or you choose from among the special actions you’ve gained from a class, a feat, or another source. If you want to cast a spell
casting a spell. When a creature triggers an opportunity attack from you, you can use your reaction to make a melee attack against it. The opportunity attack doesn’t suddenly give you the ability to cast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice
modifier Slashing damage.
Level 7: Exceptional Training When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is a flammable object that isn’t being worn or carried, it starts burning.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6
. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
Actions
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start
, you can take a Reaction to command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. Level 3: Rogue Subclass You gain a
Attacks. BRYAN SOLA Level 5: Uncanny Dodge When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). Level 7
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
(inquisitor chooses the target) or Dash action.
Inquisitor of the Sword
Medium Humanoid
Armor Class 16 (breastplate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
12 (+1)
DEX
14
saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren’t being worn or carried in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Action Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. Level 3: Rogue Subclass
an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). Level 7: Evasion You can nimbly dodge out of the way of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The
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 is the Dodge action, unless you take a bonus action on your turn to command
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.
Bonus Actions
Ignited Illumination. The
throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit. Commanding Presence When you make a Charisma (Intimidation
a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
can take the Dash action if you want to extend how far you can move on your turn. For example, if you have a Strength score of 15, you can normally leap 15 feet when you make a long jump if you move
jump distance on your turn, unless you take the Dash action, which allows you to leap the full 45 feet. Can you use a shield with mage armor? Mage armor works with a shield. Shields are grouped with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. When the original warforged colossus took its first thunderous footsteps, it was met with a reaction of equal parts awe and horror — and it was almost immediately sent north toward Metrol, where
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Enlarge (Recharges after a Short or Long Rest). For 1 minute
throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage
Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.
Legendary Actions
Aurelia can take 3 legendary actions
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping
sentence I speak.”
Ideal. “Every child must dash free and wild, like me!”
Bond. “For the Getaway Gang to flourish, we need more members. Not adults, mind you, just kids like me!”
Flaw. “I’m as






