Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'counting reaction grasping to have require'.
Other Suggestions:
cunning rejection grasping to have required
cunning rejection grasping to have requires
coursing rejection grasping to have required
coursing rejection grasping to have requires
cutting rejection grasping to have required
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
":"bludgeoning"} bludgeoning damage if the swarm has half of its hit points or fewer.
Grasping Limbs. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Grasping Limbs"} to hit
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
indefinitely.
Unusual Nature. The gadabout doesn’t require food or sleep.Multiattack. The gadabout makes two Branch attacks.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While grappled by the gadabout, the target determines where the gadabout moves on the
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to
Magic Items
The Book of Many Things
you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that
is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc’s choice (wasting its reaction if there are no other creatures within reach).
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The allip doesn’t require air, food, drink, or sleep.Maddening Touch. Melee Spell
":"2d8+3", "rollType":"damage", "rollAction":"Whispers of Compulsion", "rollDamageType":"psychic"} psychic damage and must use its reaction to make a melee weapon attack against one creature of the
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest
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
Monsters
Van Richten’s Guide to Ravenloft
death’s head doesn’t require air, food, drink, or sleep.Gnashing Bite (Gnashing Head Only). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Gnashing Bite
Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only
Monsters
Van Richten’s Guide to Ravenloft
Jiangshi Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away
Nature. The jiangshi doesn’t require air.Multiattack. The jiangshi makes three Slam attacks and uses Consume Energy.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Monsters
Van Richten’s Guide to Ravenloft
the dullahan after it uses Headless Summoning.
Legendary Resistance (2/Day). If the dullahan fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dullahan doesn’t require
use its reaction to make a melee attack.
Headless Wail (Costs 2 Actions). An echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10
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
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
Bonus Action A spell cast with a bonus action is especially swift. You must use a
time of 1 action.
Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your ability to take actions also prevents you from taking a bonus action. Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. You
with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The DM might require you to use an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
taking a bonus action. Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through
. Some magic items and other special objects always require an action to use, as stated in their descriptions. The DM might require you to use an action for any of these activities when it needs special
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
No Competition The company’s mounting successes have led, of course, to imitators and rivals. The Six, counting among their number a certain left-for-dead goblin now named Splugoth the Returned, have
and planned expansion across the multiverse, Acquisitions Incorporated shows no signs of slowing down. (Because that would likely require self-reflection and measured responses that are historically
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
—a cantrip which doesn’t require a spell slot. Can you cast a Reaction spell on your turn? Yes, but you must abide by the rule of expending only one spell slot to cast a spell on your turn. For
limitations. The main limiting factor is your action. Many spells require an action to cast, and unless a feature says otherwise, you only have one action on your turn. You also must abide by the rule of only
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
counterspell on him. Cornelius also has counterspell prepared, so he uses his reaction to cast it and break his foe’s counterspell before it can stop fireball. Does casting a spell as a ritual require
main limiting factor is your action. Most spells require an action to cast, and unless you use a feature like the fighter’s Action Surge, you have only one action on your turn. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fiddles with or occasionally breaks Tiny, nonmagical objects.
6 There’s a slight but noticeable delay between my movements and those of my shadow.
Grasping Shadow. You learn the mage hand
cantrip if you don’t already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
sleep, they do require periods of inactivity to revitalize themselves. The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the fighter’s turn, and if the attack qualifies, it can use Sneak Attack. Both of those options rely on the use of your reaction, so you could do only one of them in a round. Because you get only one
reaction per round, you’re unlikely to use Sneak Attack more than twice in a round: once with your action and once with your reaction. For Sneak Attack, what if another enemy of your target was 10
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days. Gadabouts require sunlight and water to survive. A healthy specimen can live for 25 years
vacuum. This air envelope can sustain the gadabout and one other creature in its space indefinitely.
Unusual Nature. The gadabout doesn’t require food or sleep.
Actions
Multiattack. The gadabout
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages —
Challenge 4 (1,100 XP)
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature . The living spell doesn’t require
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might
, or Intimidation skill might apply to the check. The creature’s current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table. Conversation
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, he reforms within Dargaard Keep in 2d6 days.
Unusual Nature. Caradoc doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Caradoc makes two Withering Touch attacks.
Withering Touch
Divisive Whispers. Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The death’s head doesn’t require air, food, drink, or sleep.
Actions
Gnashing Bite (Gnashing Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage
target must succeed on a DC 10 Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action
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)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
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