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Returning 35 results for 'before both divinity contact reactions'.
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Oppressive Burst", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the start of the cultist’s next turn.
Spellcasting. The cultist casts one of
their hands as a sign of devotion.
Cultists
The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three
Monsters
Tales from the Yawning Portal
flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Channel Divinity: Turn Undead. As an action, Erky may present his holy symbol and speak a prayer censuring the undead. Each undead
spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action
Monsters
Candlekeep Mysteries
5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can’t take reactions
, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
, 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
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
’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
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
, 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
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
, 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
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->Player's Handbook (2014)
ensnaring strike, speak with animals 5th misty step, moonbeam 9th plant growth, protection from energy 13th ice storm, stoneskin 17th commune with nature, tree stride Channel Divinity When you take this oath
at 3rd level, you gain the following two Channel Divinity options. Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon
. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
spell list. For you, these cantrips count as cleric cantrips. Channel Divinity: Arcane Abjuration Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an
willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s
githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
), reach 5 ft., one creature. Hit: 13 (3d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Lightning Eruption. The sage creates an eruption of magical lightning
1/day each: banishment, contact other plane, Drawmij’s instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Developments If the characters defeat Arauthator, the reactions of Oyaviggaton’s other inhabitants are dependent on whether the dragon is killed or driven off. If Arauthator is killed, the ice toads
seeking out his former thralls. The Ice Hunters have no contact with civilization, so they can’t possibly spread word of his humiliating defeat. With the dragon’s disappearance, the kobolds hide if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their way. These sorrowsworn appear as desperate and panicked things. The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being
grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.
Reactions
Tightening Embrace. If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Developments If the characters defeat Arauthator, the reactions of Oyaviggaton’s other inhabitants are dependent on whether the dragon is killed or driven off. If Arauthator is killed, the ice toads
seeking out his former thralls. The Ice Hunters have no contact with civilization, so they can’t possibly spread word of his humiliating defeat. With the dragon’s disappearance, the kobolds hide if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
Actions
Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast
.
Shadow Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.
Reactions
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surprised.
Actions
Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (3d6
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Reactions
Obsessive Rebuke. When the oculorb is damaged by a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
flying, it can’t take any actions or reactions unless it lands.
Orange Grung. The poisoned creature is frightened of its allies.
Purple Grung. The poisoned creature feels a desperate need to soak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
object, mage armor
Reactions
Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
longer poisoned by the grung.
Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.
Blue
)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. These benefits end early if Tasha has the incapacitated condition or if she uses another bonus action to dismiss them.
Reactions
Arcane Rebuff. Immediately after Tasha takes damage, she unleashes
contact with demons and demon lords, which she subjugated and used against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
Reactions
Split. Trigger: While the pudding is Large or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
2/day each: detect thoughts, dimension door, suggestion
1/day each: banishment, contact other plane (as an action), mind blank
Bonus Actions
Teleport. Shemeshka teleports, along with any
equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Reactions
Fell Counterspell (3/Day). Shemeshka utters a magical word to interrupt a creature she can see that is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and
its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the spellcasting ability (spell save DC 17):
At Will: Alter Self, Detect Magic, Identify, Mage Hand, Prestidigitation
1/Day Each: Contact Other Plane, Detect Thoughts, Dimension Door, Mind Blank
Bonus Actions
Teleport. The arcanaloth teleports up to 30 feet to an unoccupied space it can see.
Reactions
Counterspell. The arcanaloth casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magically enslaved by the aboleth. While enslaved, the kuo-toa remain in constant telepathic contact with the aboleth, but they can’t take reactions. Whenever an enslaved kuo-toa takes damage, it can






