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Returning 35 results for 'body back device class reaction'.
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Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Monsters
Monster Manual
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
Resistance. The marilith has Advantage on saving throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.Multiattack. The marilith makes six Pact
Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
Magic Items
Dungeon Master’s Guide
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
"} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
Magic Items
Dungeon Master’s Guide
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
Monsters
Monster Manual
Demonic Restoration. If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its Hit Points in the Abyss.
Magic Resistance. The yochlol has
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
Feats
Player’s Handbook
a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.
Classes
Player’s Handbook
.
19
+6
Epic Boon
1d12
19
+30 ft.
20
+6
Body and Mind
1d12
20
+30 ft.
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Stone of Greater Absorption;Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Spells
Forgotten Realms: Heroes of Faerûn
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Magic Items
Eberron: Forge of the Artificer
You gain a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, when a Large or smaller creature within 5 feet of you hits you with a melee attack roll
, you can take a Reaction to expend 1 of the shield’s charges and push the attacker up to 15 feet straight away. The shield regains 1d4 expended charges daily at dawn.
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
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
failed save, the creature has the Stunned condition until the end of its next turn.
14-17
You gain a +2 bonus to Armor Class;AC for 1 minute, potentially turning the triggering spell into a miss
Feats
Eberron: Forge of the Artificer
(choose when you select this feat).
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are
Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to that feature’s spell list.
Mark of Sentinel Spells
Spell Level
Spells
1
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Monsters
Dragonlance: Shadow of the Dragon Queen
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn’t deprive the target of awareness. Caradoc can’t be targeted by any
Equipment
This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your
living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to
your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Species
Van Richten’s Guide to Ravenloft
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
Monsters
Storm King's Thunder
, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and
Deva
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
, the ghost disappears and instantly reappears in the ship’s cargo hold.
While away from the Last Breath, the ghost can use a bonus action to magically teleport back to the ship, either to the
ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
Equipment
. It is said that Chisuay leaves his body and brews this tea in the Spirit Realm, then, through powerful magic, he brings this delicate spiritual brew back into the Material Plane. Spirit tea can only be found at Chisuay’s teahouse.
Raise Dead
Legacy
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails
Hydra
Legacy
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Monsters
Basic Rules (2014)
.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.The hydra is a reptilian horror with a crocodilian body and multiple






