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Returning 35 results for 'before broken down change reaction'.
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Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
.
Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see
Magic Items
Netheril’s Fall
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Magic Items
Lost Laboratory of Kwalish
;3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack against the same target as a reaction.
Duergar Resilience
until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is
Duergar Mind Master
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"1d6","rollType":"recharge","rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken
succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
damage while enlarged.
Call to 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
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Scouring Instruction. When an ally
Magic Items
The Book of Many Things
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Monsters
Guildmasters’ Guide to Ravnica
Eye of the Law. As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.
Innate Spellcasting. The
reaction to make a melee weapon attack.
Detention (Costs 3 Actions). The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Duergar Resilience. The duergar
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
Monsters
Strixhaven: A Curriculum of Chaos
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place.
Quandrix
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
action to cause one of the following effects; the anarch can’t use the same effect two rounds in a row:
The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
Magic Items
Tasha’s Cauldron of Everything
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Monsters
Van Richten’s Guide to Ravenloft
Jiangshi Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away
the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later.
Change Shape. The jiangshi polymorphs into a Beast, a Humanoid, or an Undead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
use their reaction to make one weapon attack.
Invisibility (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
Monsters
Eberron: Rising from the Last War
affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Change Shape. Sul Khatesh magically
creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5
Dwarf
Legacy
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Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most
Feats
Dragonlance: Shadow of the Dragon Queen
. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage
. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Solamnia feats they’ve acquired.
Monsters
Eberron: Rising from the Last War
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
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
Kobold
Legacy
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Species
Volo's Guide to Monsters
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
retaliation usually prevents them from trying to directly harm the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Ready Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Ready Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
serpent gods taught the humans how to take on aspects of the snake, but the cost of the change was high, requiring many sacrifices for each person to be transformed. Entire households of slaves in
they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality—yuan-ti value their own lives much too highly to risk them when the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
commitment. By taking the Ready action, you’re giving your character access to a tailor-made Reaction to use in a given circumstance. However, you’re not bound to take that readied Reaction. As combat
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Incapacitated [Condition] While you have the Incapacitated condition, you experience the following effects. Inactive. You can’t take any action, Bonus Action, or Reaction. No Concentration. Your
Concentration is broken. Speechless. You can’t speak. Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incapacitated [Condition] While you have the Incapacitated condition, you experience the following effects. Inactive. You can’t take any action, Bonus Action, or Reaction. No Concentration. Your
Concentration is broken. Speechless. You can’t speak. Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
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->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.






