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Returning 35 results for 'compounds rules genies to her reactions'.
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compound rules gender to her reactions
compound rules genies to her rations
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, prestidigitation, suggestion
1/day each: major image, zone of truthThe high fae can take up to three reactions per round but only one per turn.
Capricious Step. Immediately after taking damage, the
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
Monsters
Bigby Presents: Glory of the Giants
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
Mist", "rollDamageType":"cold"} cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle’s turn.
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
races
Mordenkainen Presents: Monsters of the Multiverse
Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
Mordenkainen Presents: Monsters of the Multiverse
Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth.
An earth genasi’s skin can be the colors
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phylactery wins its freedom, damning the other to spend the remainder of its existence in Undermountain. By the rules of Halaster’s game, the genies can use adventurers to get the job done, but they
Genies of Earth and Water A dao and a marid live here, having struck bargains with Halaster to rid level 20 of the lich Ezzat. The genies compete with one another. Whichever one obtains the lich’s
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Forgotten Realms Subclasses January 28, 2025
In this new Unearthed Arcana document, we explore material designed for upcoming books, using rules from the 2024 Player’s Handbook. This playtest
presents revised subclasses for the Cleric (Knowledge Domain), Fighter (Purple Dragon Knight), and Wizard (Bladesinger), along with new subclasses for the Bard (College of the Moon), Paladin (Oath of the Noble Genies), Ranger (Winter Walker), Rogue (Scion of the Three), and Sorcerer (Spellfire Sorcery).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures don’t have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures do not have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game.
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. GRAPPLE RULES FOR MONSTERS
Many
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
options for fear and horror to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for
players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, discuss with your group how much fear ties into the game’s rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and
benefits? Ask your DM about the possibility of using the rules for inspiration to motivate fearful character reactions, as detailed in the “Fear and Stress” section of chapter 4. Using this system, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
time of 1 action.
Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a “self only” restriction, which means that the spell affects only the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Traits Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Leprechaun Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud
adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
.
7Bonus Actions. This section provides a monster’s Bonus Actions, if any.
8Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any. The example monster doesn’t include these parts.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Fraternity of Order Law Bender Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability and space
Bonus Actions
Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
Probability Loophole (3/Day
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
Actions. This section provides a monster’s Bonus Actions, if any.
8Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any. The example monster doesn’t include these parts.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world
, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal them into legions. Variant: Devil Summoning Some amnizus have an action that allows them to summon other
: dominate monster
1/day: feeblemind
Reactions
Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
options for your action. The "Movement and Position" section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you
to lower a drawbridge. Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Movement and Position section gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider
care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. Reactions Certain special
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. VARIANT: DEVIL SUMMONING
Some amnizus have an action that allows them to summon
. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
Reactions
Instinctive Charm. When a creature within 60 feet of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always
.
Reactions
Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their
turn, the gnoll moves up to half its speed and makes one Bite attack.
Reactions
Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to present the party with one or more of Malaxxix’s custom-made cursed items, exposing characters to the curse of Malaxxix. Sample cursed items and rules for the curse of Malaxxix are included below
any combination.
Forge Hammer. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target can’t take reactions until