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Returning 35 results for 'causing ranged gold to have reaction'.
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calling ranger gods to have reaction
chasing ranger gods to have reaction
calling rangers gods to have reaction
caring ranger gods to have reaction
calling ranger good to have reaction
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.
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
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Monster Manual
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks.
Longbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Longbow"}, range
Magic Items
Dungeon Master’s Guide
If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a
Monsters
Monster Manual
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
ends.Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.PoisonCold, Fire
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Monsters
Monster Manual
: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage.
Heavy Crossbow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3
"} Piercing damage.Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Slashing"} Slashing damage.
Pistol. Ranged Attack Roll: +5;{"diceNotation":"1d20+5
. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
":"damage", "rollAction":"Greatsword", "rollDamageType":"Radiant"} Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow
":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Radiant"} Radiant damage.Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.
Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
have the Incapacitated condition.Multiattack. The hobgoblin makes three attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6
by a melee attack roll while holding a weapon: Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
until the start of the pirate’s next turn. Poison. The target has the Poisoned condition until the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
Monsters
Monster Manual
Javelin. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bone Javelin"}, range 30/120 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack.
Monsters
Monster Manual
before the end of this turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
Monsters
Monster Manual
creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4
’s next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
attack.
Ice Spear. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Ice Spear"}, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5
"} 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
Monsters
Monster Manual
.
Channel Negative Energy. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Channel Negative Energy"}, range 60 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Monsters
Fizban's Treasury of Dragons
+ 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"slashing"} slashing damage.
Energy Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
AC against that attack and potentially causing the attack to miss.The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military
Magic Items
Tasha’s Cauldron of Everything
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be
Monsters
Fizban's Treasury of Dragons
dragon’s lair.
6
A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.
7
A powerful spellcaster is forcing a captive moonstone dragon to invade
, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can’t be easily quantified—a song sung
Magic Items
Tasha’s Cauldron of Everything
7
Absorbing Tattoo, Poison;Poison
Violet
8
Absorbing Tattoo, Psychic;Psychic
Silver
9
Absorbing Tattoo, Radiant;Radiant
Gold
10
Absorbing Tattoo, Thunder;Thunder
Orange
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the
Monsters
Planescape: Adventures in the Multiverse
":"2d8", "rollType":"damage", "rollAction":"Havoc Hammer", "rollDamageType":"fire"} fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6);{"diceNotation":"1d6
Dexterity saving throw, ending the effect on itself on a successful save.
Havoc Flask. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Havoc Flask"} to hit
Magic Items
Bigby Presents: Glory of the Giants
taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Dragon of Icespire Peak
gains advantage on attack rolls until the end of his next turn.Multiattack. Don-Jon makes three melee attacks.
Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction
Monsters
Tales from the Yawning Portal
attacker makes a ranged attack against a target within 5 feet of Grugnur, he can use his reaction to become the target of the attack instead.Cold
. Hit: 23 (3d8 + 10);{"diceNotation":"3d8+10","rollType":"damage","rollAction":"Longsword","rollDamageType":"piercing"} piercing damage.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12
Monsters
The Book of Many Things
Magic Resistance. The initiate has advantage on saving throws against spells and other magical effects.Multiattack. The initiate makes two Comet Strike attacks.
Comet Strike. Melee or Ranged Spell
roll, possibly causing the attack to miss.Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future.
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"recharge","rollAction":"Warleader's Helix"}. Ranged Spell Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Warleader"} to hit, range 60 ft., one creature. Hit: 54 (12d8
, Aurelia must see the attacker and be wielding a melee weapon.
Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
":"poison"} poison damage.
Shortbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
":"poison"} poison damage.
Shortbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"slashing"} slashing damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Musket. Ranged
":"Musket","rollDamageType":"piercing"} piercing damage.
Pistol. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit
Monsters
Princes of the Apocalypse
month.Multiattack. The burrowshark makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range
":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.Unyielding. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special
Monsters
Planescape: Adventures in the Multiverse
Blade"} to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction":"Manifested Blade", "rollDamageType":"force"} force damage.
Gleaming Ray. Ranged
planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal
Monsters
Waterdeep: Dragon Heist
":"1d10+2","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage when used with two hands.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
"} piercing damage.Riposte. When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +4