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Returning 35 results for 'boots before device cast reaction'.
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Magic Items
Dungeon Master’s Guide
While you wear these boots, you can cast Levitate on yourself.
Spells
Player’s Handbook
Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Magic Items
Dungeon Master’s Guide
This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend
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
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
Spells
Player’s Handbook
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
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
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
Feats
Player’s Handbook
leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature
Spells
Forgotten Realms: Heroes of Faerûn
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
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.
Spells
Forgotten Realms: Heroes of Faerûn
. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended
.
When you cast this spell, you can designate creatures to be unaffected by it.
Casting as a Circle Spell. In addition to the spell’s usual components, you must provide a special component (a
Feats
Eberron: Forge of the Artificer
take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a
Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell
Feats
Eberron: Forge of the Artificer
feat to cast Misty Step without a spell slot, you can also choose up to two willing creatures you can see within 30 feet of yourself before you teleport. Each target can then take a Reaction to also teleport up to 30 feet to an unoccupied space it can see.
Feats
Forgotten Realms: Heroes of Faerûn
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
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
Monsters
Candlekeep Mysteries
spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Zikran can cast
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
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 Items
Storm King's Thunder
attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can&rsquo
Magic Items
Bigby Presents: Glory of the Giants
advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
Portent of the Stars. As a reaction
roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once
Magic Items
Planescape: Adventures in the Multiverse
can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.
Planar Knowledge
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
Monsters
Waterdeep: Dragon Heist
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
moving silently.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing
Monsters
Out of the Abyss
Special Equipment. Droki wears boots of speed.
Insanity. Droki has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Droki’s innate spellcasting ability is
Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: minor illusion
1/day each: darkness, fear, shatter
Magic Resistance. Droki has
Magic Items
Storm King's Thunder
another means of staying aloft.
Comforting Wind. You can’t suffocate.
Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
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
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around
back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The
Monsters
Guildmasters’ Guide to Ravnica
Innate Spellcasting. The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components:
1/day each
damage if used with two hands.
One with the Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage.Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the
Monsters
Phandelver and Below: The Shattered Obelisk
Special Equipment. Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield
Staff of Charming
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a
property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to
Monsters
Guildmasters’ Guide to Ravnica
saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.
Devil's Sight. Magical darkness doesn't impede the witch's darkvision.
Innate Spellcasting. The witch's
innate spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The witch can innately cast the
Monsters
The Tortle Package
needing to make an ability check.
Innate Spellcasting. It can innately cast each of the following spells once per day, requiring no components: guiding bolt, sanctuary, and spiritual weapon. Its
(2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollDamageType":"piercing"} piercing damage.Animate Tentacle. When the slug takes damage in this cave, it can use its reaction to animate one of
Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.






