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Returning 35 results for 'convicted reaction gar to have remove'.
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Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Magic Items
The Book of Many Things
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
, and other gear. Prisoners d6 Prisoner
1 Noble convicted of slave trading (has served 1d6 years of a 10-year sentence)
2 Spy convicted of espionage (has served 1d6 years of a 10-year
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
, and other gear. Prisoners d6 Prisoner
1 Noble convicted of slave trading (has served 1d6 years of a 10-year sentence)
2 Spy convicted of espionage (has served 1d6 years of a 10-year
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Boon: Divine Clemency Seraph Stage 2 Boon When an ally within 30 feet of you that you can see takes damage, you can use a Reaction to cast Healing Word at first level on that ally without using a spell
an ally you can see within 30 feet takes the Attack action with a weapon or Unarmed Strike, you can use your Reaction to imbue them with holy zeal, allowing them to make one additional attack. On a hit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
Prisoner 1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence. 2 Barlo Rageblade (chaotic good human), a famous adventurer
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
Prisoner 1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence. 2 Barlo Rageblade (chaotic good human), a famous adventurer
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
Prisoner 1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence. 2 Barlo Rageblade (chaotic good human), a famous adventurer
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
Prisoner 1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence. 2 Barlo Rageblade (chaotic good human), a famous adventurer
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Cleric Level Prepared Spells
3 See Invisibility, Silence
5 Dispel Magic, Remove Curse
7 Arcane Eye, Locate Creature
9 Creation, Hallow
Matheus Graef
Level 3
Hit Points remain when Spell Shield ends, they vanish. Level 6: Rebuke Invoker As a Reaction in response to a creature you can see within 60 feet of yourself using a Magic action to cast a spell, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that
your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Reaction when you are hit by a melee attack roll. Roll 1d4 and add the result to your AC against the triggering attack. Disarming A Disarming weapon can catch a foe’s weapon, allowing you to remove
wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target. Strong-Draw A weapon with the Strong-Draw quality requires great strength to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that
your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). Level 7: Evasion You can nimbly dodge out of the way of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you
add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6
an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). Level 7: Evasion You can nimbly dodge out of the way of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you
add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
light of this revelation, Valetta angrily orders acolytes to remove Nim’s tools and unfinished inventions from the attic, while she forces Nim to look on. Nimblewright Detector. Characters who search
following nonmagical inventions: Adjustable Stilts. The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
light of this revelation, Valetta angrily orders acolytes to remove Nim’s tools and unfinished inventions from the attic, while she forces Nim to look on. Nimblewright Detector. Characters who search
following nonmagical inventions: Adjustable Stilts. The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
something of sentimental value to you during your adventure. Remove one trinket from your possessions. 61–70 You were terribly frightened by something you encountered and ran away, abandoning your companions
authorities found you not guilty. 7–8 You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred. 9–12 You were caught and convicted. You spent time in jail
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
something of sentimental value to you during your adventure. Remove one trinket from your possessions. 61–70 You were terribly frightened by something you encountered and ran away, abandoning your companions
authorities found you not guilty. 7–8 You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred. 9–12 You were caught and convicted. You spent time in jail
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0, you can expend 1
, and 16. Level 4: Slow Fall You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level. Level 5: Extra Attack You can attack twice