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Returning 35 results for 'confined warded reaction'.
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Monsters
Eberron: Rising from the Last War
). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Imprisonment
Legacy
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Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjuration Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjuration Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
area, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
area, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confined to a cell in area H8, waiting to stand trial. He is charged with multiple counts of theft (highway banditry) and assaults against Waterdavian citizens. Fenerus knew it was only a matter of time
— a tower warded against all forms of magic. If he is freed, he offers to lead the characters to the tower or provides directions so they can find it on his own. Next Encounter If the characters learn where Fenerus hid the stone and go after it, proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confined to a cell in area H8, waiting to stand trial. He is charged with multiple counts of theft (highway banditry) and assaults against Waterdavian citizens. Fenerus knew it was only a matter of time
— a tower warded against all forms of magic. If he is freed, he offers to lead the characters to the tower or provides directions so they can find it on his own. Next Encounter If the characters learn where Fenerus hid the stone and go after it, proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sealed the exit to stop whatever this is from spreading.”
K’Tulah is vocal about her discomfort with being confined down here. Ebder regards the quarantine as a minor annoyance and complains that
(2d8) psychic damage on a failed save. 6 Choose three creatures in the Firefly Cellar. Each one must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and makes a melee weapon attack against one creature of your choice as a reaction.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sealed the exit to stop whatever this is from spreading.”
K’Tulah is vocal about her discomfort with being confined down here. Ebder regards the quarantine as a minor annoyance and complains that
(2d8) psychic damage on a failed save. 6 Choose three creatures in the Firefly Cellar. Each one must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and makes a melee weapon attack against one creature of your choice as a reaction.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. The frightened creature can’t move closer to the far end of the hallway until it uses its action
the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. The frightened creature can’t move closer to the far end of the hallway until it uses its action
the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
lich Tarul Var with his guards, four dread warriors (see appendix B for both stat blocks). Having lost the Bloodgate, Var is confined to this area because of his fear of Szass Tam, while he awaits his
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
lich Tarul Var with his guards, four dread warriors (see appendix B for both stat blocks). Having lost the Bloodgate, Var is confined to this area because of his fear of Szass Tam, while he awaits his
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Consume Life on adventurers who fall in battle. Environmental Factors. Xanthoria’s grove and the tunnel leading to it from area L9 are warded against magical travel by creatures other than Xanthoria. Such
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Consume Life on adventurers who fall in battle. Environmental Factors. Xanthoria’s grove and the tunnel leading to it from area L9 are warded against magical travel by creatures other than Xanthoria. Such
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other than necrotic, poison, or psychic damage, there’s a 20 percent chance that a nearby crate explodes, setting off a chain reaction that engulfs the entire warehouse in flames. The initial explosion
here is to keep an eye on Dory, whom the Whisperer does not trust. Dory suspects this subterfuge, of course, and so he keeps Harid confined to this compartment. Because Harid has no loyalty to Dory, he
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other than necrotic, poison, or psychic damage, there’s a 20 percent chance that a nearby crate explodes, setting off a chain reaction that engulfs the entire warehouse in flames. The initial explosion
here is to keep an eye on Dory, whom the Whisperer does not trust. Dory suspects this subterfuge, of course, and so he keeps Harid confined to this compartment. Because Harid has no loyalty to Dory, he
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
(see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield spell.
Actions
Multiattack. Glasstaff makes two Shocking Burst
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
(see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield spell.
Actions
Multiattack. Glasstaff makes two Shocking Burst
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reaction to intruders, assuming he is not immediately attacked, will be one of mild surprise, asking them who they are, where they come from, who sent them, and so forth. He knows they are not ambassadors
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this