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Returning 35 results for 'chasing reaction guide to have reveal'.
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Classes
Player’s Handbook
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Magic Items
Vecna: Eve of Ruin
(see the Dungeon Master’s Guide for options):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Perfect Disguise. While attuned to the crown, you can
form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than
Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
Monsters
Bigby Presents: Glory of the Giants
frigid air to freeze foes in place.
If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Thrall. When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.Zuggtmoy can take 3 legendary actions
turn.
Attack. Zuggtmoy makes one pseudopod attack.
Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon
Monsters
Bigby Presents: Glory of the Giants
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Magic Items
Mythic Odysseys of Theros
“Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Luminous. The spear sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. The light is sunlight.
Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
of their holy cause, only to eventually reveal his true nature and claim their souls as his own.Fraz-Urb’luu’s Lair
Fraz-Urb’luu’s lair lies within the Abyssal lair known as
’s Guide for more on madness.
Madness of Fraz-Urb’luu
d100
Flaw (lasts until cured)
01–20
“I never let anyone know the truth about my actions or
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01–20
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
reaction to move up to its speed as Graz’zt directs.
Sow Discord. Graz’zt casts crown of madness or dissonant whispers.
Teleport. Graz’zt uses his Teleport action.The appearance of the
Master’s Guide for more on madness.
Madness of Graz’zt
d100
Flaw (lasts until cured)
01–20
“There is nothing in the world more important than me and my
Monsters
Eberron: Rising from the Last War
succeed on a DC 22 Wisdom saving throw or take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Implant Fear","rollDamageType":"psychic"} psychic damage and immediately use its reaction
Dungeon Master’s Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
“I constantly see shapes moving in the shadows.”
2
Aasimar
Legacy
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Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
Monsters
Mordenkainen's Fiendish Folio Volume 1
within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check
, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
or in daily life, the following principles guide the yuan-ti in all they do.
Other Lives Are Cheap
Yuan-ti put little value on humanoid lives, even those of their own slaves and cultists. They would
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->Waterdeep: Dragon Heist
Rooftop Chase: Autumn The characters are chasing two drow gunslingers (see appendix B) across windy rooftops in the Dock Ward. The drow stick together as they run, but each one acts on his own
characters as possible. Fel’rekt has the Stone of Golorr at the start of the chase, but one drow gunslinger can pass the stone to the other as a reaction as long as the two drow are within 10 feet of each
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
feat doesn’t specify the bonus attack’s timing, and when a reaction has no timing specified, the reaction occurs after its trigger finishes (DMG, "Adjudicating Reaction Timing"). In contrast, an
with the Fancy Footwork feature (Sword Coast Adventurer’s Guide) or one that has the Mobile feat can avoid provoking opportunity attacks from someone who has the Sentinel feat, as long as that enemy doesn’t take the Disengage action.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Thither When the adventurers first arrive in Thither, read: The mists part to reveal a primeval forest. A fragrant breeze wafts between the enormous trees, sending motes of pollen dancing
into the air. Patches of sunlight kiss the forest floor, and the sweet melody of birdsong echoes all around.
Their guide leads the characters to Nib’s Cave, the location of which is shown on the map
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Navigation Have the players designate one party member as the navigator. The navigator might be an NPC, such as a guide, and the party can switch its navigator day to day. At the start of each new
on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal the party’s actual location to the players. Map 2.1: Chult
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the fighter’s turn, and if the attack qualifies, it can use Sneak Attack. Both of those options rely on the use of your reaction, so you could do only one of them in a round. Because you get only one
reaction per round, you’re unlikely to use Sneak Attack more than twice in a round: once with your action and once with your reaction. For Sneak Attack, what if another enemy of your target was 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
speak a true desire of your heart. You know how to attune to the crown when you touch it. Random Properties. The Crown of Lies has the following random properties (see the Dungeon Master’s Guide for
transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as the chosen creature for the purposes of spells
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Running a Séance Séances reveal the mysteries of the House of Lament through atmospheric encounters. These events all take place in the house’s parlor (area 3). Before a séance, consider how you’ll
the spirits within the house respond. To do this, subtly guide the planchette on the spirit board or otherwise make the spirits’ intentions known. Use the investigator who isn’t running the séance to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Entering the Sanctum When the characters enter the sanctum, read or paraphrase the following: The doors of the lift open to reveal a massive sanctum built of obsidian stone. Two waterfalls of lava
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
princess, who does not reveal her true name, claims to be the only one who can destroy the Queen of Air and Darkness and free the Gloaming Court from that tyrannical ruler. It’s clear that the speaker’s
princess offers to immediately bestow upon each of them the following supernatural charm (see the Dungeon Master’s Guide for more information on supernatural charms), which she can do even while
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Fluctuating Swamp Waters Hither’s fetid waters rise and fall sporadically. In minutes, neck-deep murk might recede to reveal a soggy landscape of squelching mud and skeletal mangrove roots, but only
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
success might lead to new ways to reach a campaign goal. You might be absolutely confident that the characters will save those townsfolk and earn their trust, letting you use the townsfolk to reveal an
larger or smaller groups, you can adjust the encounters using the guidelines given in chapter 3, “Creating Adventures,” in the Dungeon Master’s Guide. Or maybe you’ll adjust them anyway to keep things
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Advanced Dungeons & Dragons With the publication of the first Dungeon Master’s Guide in 1979, the most recognizable aspects of the Deck of Many Things were established. Here, the names of the cards
deck also has twenty-two named cards known as the major arcana. The Dungeon Master’s Guide also introduced the idea that there was more than one version of the deck; there was also a more common and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
over, and various goods (see “Treasure”) are strewn upon the cavern floor amid the slaughtered corpses of giant lizards and steeders. Characters approaching the market see two enlarged duergar chasing a
. If the characters rescue the blurry svirfneblin, they reveal that more duergar are trying to smash into the svirfneblin warehouse (area 6b), and that Yantha Coaxrock, a svirfneblin mage, has been
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lore You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities
within 30 feet of the first creature. Level 15: Superior Hunter’s Defense When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Features Sorcerer Level Feature 1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Storm’s Fury 18th Wind Soul Wind Speaker The arcane magic you command is infused with
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface cousins. They reveal these aspects most easily among their own kind, and to those they come to trust.
The svirfneblin assign defined roles to each gender but hold females and males in equal
characters help the svirfneblin openly (see “Social Interaction” in chapter 8 of the Dungeon Master’s Guide). Some deeds in Blingdenstone reward the characters with an automatic attitude shift, while others
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Master’s Guide). The githyanki keep twelve crates here, filled with fresh produce and meat and stacked in two rows of six. Each crate is 2 feet on a side and weighs 50 pounds. The foodstuffs come from
distant worlds and are unfamiliar to most of Toril’s population. Labels written in Gith reveal some of the crates’ more savory contents, such as infinity vine stalks, H’cathan doom radishes, aartuk tongues, giant space hamster hocks, dried mortiss meat, pickled jammer leeches, and puffer steaks.