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Returning 35 results for 'current release gaining to have reaction'.
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Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Spells
Player’s Handbook
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Magic Items
Guildmasters’ Guide to Ravnica
.
Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
Monsters
Spelljammer: Adventures in Space
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
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
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
texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Magic Items
Acquisitions Incorporated
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
Monsters
The Book of Many Things
Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
Spellcasting. Brusipha casts one of the following spells, using Charisma as the
creature to 0 hit points, she gains 8 temporary hit points.Unerring Tracker. Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brass decorate their profane altars.
Over time, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Magic Items
Baldur’s Gate: Descent into Avernus
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by
Magic Items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
When the tome is discovered
spells
Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn’t
release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check
Speak with Plants
Legacy
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Spells
Basic Rules (2014)
the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as
ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Equipment
contract using your blood as ink, you lose all levels in your current classes and have the option of gaining levels equal to your character level in any combination of the illrigger, paladin, and warlock
Mage Slayer
Legacy
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Feats
Player’s Handbook (2014)
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a
Shapechange
Legacy
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Spells
Basic Rules (2014)
addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Find Familiar
Legacy
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Spells
Basic Rules (2014)
with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the
familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Sentinel
Legacy
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Feats
Player’s Handbook (2014)
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes
against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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
magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Multiclassing Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a
level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction
broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mage Slayer You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: When a creature within 5 feet of you casts a spell, you can use your reaction to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Ready [Action] You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sentinel You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature’s speed
against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gaining Renown At your discretion, a character or party can increase their renown in the following ways: Completing Missions. Advancing a group’s interests increases a character’s Renown Score within
minor tasks for the group and socializing with its members. After doing so for a number of days equal to 10 times the character’s current Renown Score, the character’s Renown Score increases by 1.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.