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Returning 35 results for 'continue radius gnome to have reaction'.
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Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
;s next turn.
Phasmoball. The mastermind launches this gadget to a point the mastermind can see within 30 feet of itself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius
":"thunder"} thunder damage on a failed save or half as much damage on a successful one.The gnome masterminds of Mount Nevermind temper their creativity with years of experience. While they still create
Monsters
Bigby Presents: Glory of the Giants
can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust.
Each creature in that area must make a DC 15
as his hunting grounds. Stone giants can become mesmerized by the demon lord’s mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their
Monsters
Dragonlance: Shadow of the Dragon Queen
Aura of Command. The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can’t be charmed and has
continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d6", "rollType":"recharge", "rollAction":"Explosive Bolt"}. The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point
but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome artisans
Monsters
Thieves’ Gallery
). When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere
’s dogged by doubt, the brave young mage has earned his place in Edgin Darvis;Edgin's crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are yet to be seen.
Monsters
Mythic Odysseys of Theros
":"Storm of Crows"}. The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1
continue to flock around the demon, offering fealty and squabbling for scraps.
Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
":"Pseudopod","rollDamageType":"poison"} poison damage.
Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it
","rollType":"recharge","rollAction":"Mind Control Spores"}. Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and
Monsters
Bigby Presents: Glory of the Giants
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
Monsters
Bigby Presents: Glory of the Giants
energy.During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus
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
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
Magic Items
Mythic Odysseys of Theros
“Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Luminous. The spear sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. The light is sunlight.
Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
, LightningInfestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it
Monsters
Bigby Presents: Glory of the Giants
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see.
Demon Staff. The drow makes one Demon Staff attack.
Cast a
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
). 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
Monsters
Fizban's Treasury of Dragons
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
Magic Items
Tasha’s Cauldron of Everything
action, you can command the servant to take one of the actions in its stat block or some other action.
When a creature provokes an opportunity attack from the servant, you can use your reaction to command
servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning
Giant Fire Beetle
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Monsters
Basic Rules (2014)
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Bite. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Bite
creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6;{"diceNotation
feats
you to ignore the material components specified for the spell, unless the component indicates a cost or is consumed by the spell.
As a reaction, when you take damage, you can temporarily negate an
one-third the damage you would have taken, whichever number is higher. On a failed save, you immediately take the negated damage. You must continue to make a Constitution saving throw at the end of each
Monsters
Misplaced Monsters: Volume One
a bonus action.
Rejuvenating Seedpods (2/Day). The dandylion releases a burst of seedpods from its tail, filling a 10-foot-radius sphere centered on itself. Each creature of the dandylion’s
reaction must succeed on a DC 15 Wisdom saving throw or have the frightened condition until the end of the dandylion’s next turn.
Created by Jones D.-D.
Dandylions are herbivorous farmers who
spells
A 20-foot radius Sphere of gloom erupts from a point you choose within range as fell energies from the dimension of shadow flood the area. You select an entity to push through into this reality for a
4d8 psychic damage on a failed save and must use a reaction to move as far away as it can from the point you chose, using the safest route. On a successful save, the target takes half as much
Staff of the Magi
Legacy
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Magic Items
Basic Rules (2014)
holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the
explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger
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, which can occur on your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
dealings with the surface world. Among the party’s fellow escapees, the deep gnome Jimjar is the most enthusiastic about visiting Blingdenstone, and he can lead the adventurers there. Topsy and Turvy also
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger
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, which can occur on your
Yuan-ti Pureblood
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Species
Volo's Guide to Monsters
they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality—yuan-ti value their own lives much too highly to risk them when the
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Launch Delayed or Aborted If the characters use the lever in area B4 to delay or shut down the launch, they can continue exploring the tower and its underlevel without fear of the Barn Door launching
launching rocket ships in Candlekeep. But the gnome and his minions are forbidden from entering the Barn Door thereafter, and the structure is placed under the protection of a guards and wards spell to discourage further exploration of the place.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Fade Away Prerequisite: Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: Increase
your Dexterity or Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnome Traits Deep gnomes have the gnome traits in the Player’s Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Short-lived compared to
they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
grandest deep gnome strongholds, which existed for more than two thousand years until it was overrun a little more than a century ago by the dark elves of Menzoberranzan. The deep gnomes recently reclaimed
and beardless, while females have hair on their heads. Both sexes have little or no body hair and a stone-like look to their skin. Deep gnome adventurers are just as curious and daring as those of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Nevermind Gnomes Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly
study various scientific pursuits to create mechanical marvels. Nevermind Gnome Inventor Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any chance to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
continue to shed light for 1d6 days after the beetle dies. Giant Fire Beetle Small Beast, Unaligned
AC 13 Initiative +0 (10)
HP 4 (1d6 + 1)
Speed 30 ft., Climb 30 ft.
Ability Score Mod
30 ft.; Passive Perception 8
Languages None
CR 0 (XP 10; PB +2)
Traits
Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. Giant Fire Beetle
Small beast, unaligned
Armor
blindsight 30 ft., passive Perception 8
Languages —
Challenge 0 (10 XP)
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage.