Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'contained wearing reactions'.
Other Suggestions:
contains wearing reaction
contained wearing reaction
container wearing reaction
contain wearing reaction
contains wearing reactions
Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.
In a similar
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Planescape: Adventures in the Multiverse
Unarmored Defense. While the instinct is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The instinct makes three Unarmed Strike attacks.
Unarmed Strike
", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.The instinct can take up to three reactions per round but only one per turn.
Deflect Blow. In response to being hit by a
Magic Items
Eberron: Rising from the Last War
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your
outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Magic Items
Tyranny of Dragons
This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and attuned
points equal to half the lightning damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
5 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can’t take reactions
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"to hit","rollAction":"Shocking Grasp"} to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 4 (1d8);{"diceNotation":"1d8
","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Fire Bolt (Cantrip). Ranged Spell
Magic Items
Princes of the Apocalypse
A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the
inside it.
The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
Monsters
Planescape: Adventures in the Multiverse
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no
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
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can’t take reactions
Magic Items
Tasha’s Cauldron of Everything
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood
turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
Monsters
Icewind Dale: Rime of the Frostmaiden
has advantage if the target is wearing armor made of metal). Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the
target can’t take reactions until the start of his next turn.
Acid Splash (Cantrip). Dzaan hurls a bubble of acid at one creature he can see within 60 feet of it, or at two such creatures that
Monsters
Keys from the Golden Vault
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
":"Elemental Rebuke", "rollDamageType":"fire"} fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction
":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can hear it can use their reactions to make one melee attack each.
Life Leech. The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4);{"diceNotation":"7d8
save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or
Monsters
Icewind Dale: Rime of the Frostmaiden
(Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5
ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.On countless worlds, his name evokes tales of terror and cruelty
Magic Items
Tyranny of Dragons
face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you gain the following benefits.
Damage Absorption. You have resistance against acid, cold, fire, lightning
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
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
high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts
Monsters
Adventure Atlas: The Mortuary
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.Skall is the current factol of the Heralds of Dust and the
Monsters
Planescape: Adventures in the Multiverse
succeeds on three of these saves.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack
, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.These sleek dragons
Monsters
Mordenkainen Presents: Monsters of the Multiverse
any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12
with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.A star spawn seer is most
Monsters
The Book of Many Things
damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand.
Whip. Melee Weapon Attack: +12
the creature automatically fails the saving throw against the spell.
Teleport. As an action, Malaxxix can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within
Monsters
Quests from the Infinite Staircase
(as an action), TeleportThe Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Pacification", "rollDamageType":"psychic"} psychic damage, and the Gardener teleports, along with anything they are wearing or
Monsters
Planescape: Adventures in the Multiverse
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet
Monsters
Planescape: Adventures in the Multiverse
baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
Shocking Grasp
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor
made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Yagnoloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
":"Battlefield Cunning"}. Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
Teleport. The yagnoloth magically teleports, along
with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Mirror of Life Trapping
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the
unoccupied spaces near it.
While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more
its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the
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->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->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->Basic Rules (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.