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Returning 35 results for 'check reaction gloves to have remove'.
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
15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends
DC 15):
At Will: Detect Magic, Identify, Prestidigitation1/Day Each: Locate Object, Remove CursePsychicNecrotic, Radiant
Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Net
Legacy
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Equipment
has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to
Magic Items
Dungeon Master’s Guide
(Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Magic Items
Eberron: Rising from the Last War
check, instead of your normal proficiency bonus.
Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves
Magic Items
Candlekeep Mysteries
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike
while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of
Monsters
Quests from the Infinite Staircase
magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
, Phantasmal Force
1/day each: Fabricate (as an action), MisleadAstonishing Luck. When the leprechaun fails an ability check, an attack roll, or a saving throw, it can roll a new d20 and choose which
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
Acquisitions Incorporated
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
Magic Items
Ghosts of Saltmarsh
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The
stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
Magic Items
Acquisitions Incorporated
remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence
(Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn.
Monsters
Curse of Strahd
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Magic Items
The Book of Many Things
. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Magic Items
Acquisitions Incorporated
Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can’t be used again until the next dawn.
Making contact with another secretarian assumes that they are in
burned through your gloves.
6
It has an obnoxious ringtone that you can’t work out how to change.
7
It fails to notify you of incoming messages except for a faint pulsating glow
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Magic Items
Acquisitions Incorporated
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can
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
when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
Magic Items
Acquisitions Incorporated
disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
Magic Items
Tasha’s Cauldron of Everything
in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction
Magic Items
The Book of Many Things
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
Magic Items
Tasha’s Cauldron of Everything
book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving
throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Magic Items
Keys from the Golden Vault
this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan’s petrified heart.
The shard
’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as
Yeenoghu
Legacy
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Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
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
turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its action, reaction, and movement.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23
normally docile. Within that area, any ability check involving Animal Handling has disadvantage.
Venomous Beasts. The area within 6 miles of the lair becomes overpopulated with poisonous snake
Monsters
Divine Contention
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon
Monsters
Storm King's Thunder
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
action, you can command the servant to take one of the actions in its stat block or some other action.
When a creature provokes an opportunity attack from the servant, you can use your reaction to command
Magic Items
Tasha’s Cauldron of Everything
, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkey’s Dream