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Returning 35 results for 'choose race get to her reactions'.
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choose race get to her rations
choose race get to her reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Magic Items
Dungeon Master’s Guide
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the
Monsters
Monster Manual
"} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
":"Lightning"} Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.Fire, PoisonCold, LightningTeleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Spells
Player’s Handbook
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
Monsters
Monster Manual
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if
Equipment
their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show
off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archon has advantage on saving throws against spells and other magical
following spells, using Charisma as the spellcasting ability:
1/day each: daylight, lesser restorationThe archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit
Magic Items
Tyranny of Dragons
you fail a saving throw, you can choose to succeed instead.
Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
Monsters
Storm King's Thunder
experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind
;sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a
Monsters
Planescape: Adventures in the Multiverse
. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or
reactions per round but only one per turn.
Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the hart fails a saving throw, it can choose to succeed instead.Multiattack. The hart makes a Lightning Antlers attack and a Thunder Hooves attack.
Lightning Antlers
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Thunder Hooves", "rollDamageType":"thunder"} thunder damage.The hart can take up to two reactions per round but only one
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
magic, major image
3/day each: dispel magic, fear, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead
. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this
Monsters
Planescape: Adventures in the Multiverse
Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.
Legendary Resistance (4/Day). If the kolyarut fails a saving throw, it can choose to succeed instead.
Magic
: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Unerring Blade"}):
1&ndash
Spells
Acquisitions Incorporated
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can
Monsters
Strixhaven: A Curriculum of Chaos
.
Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more
target must succeed on a DC 13 Wisdom saving throw or become frightened of the pledgemage for 1 minute. While frightened in this way, the target can’t take reactions, its speed is halved, and
Monsters
Quests from the Infinite Staircase
Legendary Resistance (2/Day). If Nafik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nafik has advantage on saving throws against spells and other magical effects
tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.
As time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to
Summon Construct
Legacy
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Spells
Tasha’s Cauldron of Everything
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose
feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start
Monsters
The Wild Beyond the Witchlight
on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each
Hourglass Coven.
If the characters are unable to open the birdcage on their own, Sir Talavar asks them to get the key from Jingle Jangle, offering them his magic sword in return for his release.
Monsters
Keys from the Golden Vault
Legendary Resistance (3/Day). If Charmayne fails a saving throw, she can choose to succeed instead.Multiattack. Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (3/Day). If the incarnate fails a saving throw, it can choose to succeed instead.
Magic Resistance. The incarnate has advantage on saving throws against spells and other magical
damage only.The incarnate can take up to three reactions per round but only one per turn.
Searing Gaze. In response to being hit by an attack roll, the incarnate turns its magical gaze toward one
Monsters
Icewind Dale: Rime of the Frostmaiden
, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.
Radiant
imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the