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Returning 26 results for 'consulting reaction grasping to have repairs'.
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Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Magic Items
The Book of Many Things
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
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.
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
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
“Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–15
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
“Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–15
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stone. Within the castle, surrounding the bailey, are small buildings of wood and plaster that hold animals and are used for smithwork, candlemaking, laundry, wood repairs (including wagons and the
between the grasping human nobles and the high-minded paladins. Stoneshafts fear the politics of powerful Waterdeep will lead to an assault on Thornhold. They have thus been preparing for siege by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stone. Within the castle, surrounding the bailey, are small buildings of wood and plaster that hold animals and are used for smithwork, candlemaking, laundry, wood repairs (including wagons and the
between the grasping human nobles and the high-minded paladins. Stoneshafts fear the politics of powerful Waterdeep will lead to an assault on Thornhold. They have thus been preparing for siege by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic
damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). RAYMOND SWANLAND Secondary Features d4 Feature 1 Grasping Tendrils. The horror has four tendrils. Each tendril can be
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic
damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). RAYMOND SWANLAND Secondary Features d4 Feature 1 Grasping Tendrils. The horror has four tendrils. Each tendril can be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn. In addition, while you wear this
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pieces they need to identify the missing word, but casting a mending cantrip on the wall repairs the damage and reconstructs the missing word. If the characters don’t have access to the mending
nonmagical wand (a possible spellcasting focus) made of chardalyn (see "Chardalyn"). It is suffused with evil magic. While grasping the wand, one feels an urge to inflict terrible harm upon others, but the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pieces they need to identify the missing word, but casting a mending cantrip on the wall repairs the damage and reconstructs the missing word. If the characters don’t have access to the mending
nonmagical wand (a possible spellcasting focus) made of chardalyn (see "Chardalyn"). It is suffused with evil magic. While grasping the wand, one feels an urge to inflict terrible harm upon others, but the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
or 4 (30 days), 5 or 6 (10 days), 7 or 8 (30 days), or 9 (1 year). Magic Mirror Level 5 Abjuration (Sorcerer) Casting Time: Reaction, which you take when you are targeted by a spell
Range: Self
, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: V, S
Duration: Instantaneous
You attempt to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.
Legendary Actions
Aurelia can take 3 legendary actions
.
Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.
Legendary Actions
Aurelia can take 3 legendary actions
.
Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack