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Returning 35 results for 'both bind diffusing contiguous reaction'.
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Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
Wall of Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous
success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Enchantment
against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Enchantment
against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Enchantment
against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack. The hydra makes as many bite attacks as it has heads
the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. Master of Hexes Starting at 14th level, you can spread your Hexblade’s Curse from a slain
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. Master of Hexes Starting at 14th level, you can spread your Hexblade’s Curse from a slain
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature
, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. Master of Hexes Starting at 14th level, you can spread your Hexblade’s Curse from a slain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.
Black Gauntlet of Bane
Medium
deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.
Black Gauntlet of Bane
Medium
deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.
Black Gauntlet of Bane
Medium
deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
creature to be bound, or is that done separately? Planar binding doesn’t summon a creature. It attempts to bind a creature that is within the spell’s range. Can you concentrate on a spell while
. So can it still use a move or a bonus action or a reaction? Correct. The gas doesn’t immobilize a creature or prevent it from acting altogether, but the effect of the spell does limit what it can
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
creature to be bound, or is that done separately? Planar binding doesn’t summon a creature. It attempts to bind a creature that is within the spell’s range. Can you concentrate on a spell while
. So can it still use a move or a bonus action or a reaction? Correct. The gas doesn’t immobilize a creature or prevent it from acting altogether, but the effect of the spell does limit what it can






