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Returning 35 results for 'next chapter reaction pdf'.
Spells
Playerâs Handbook
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
the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
Monsters
Monster Manual
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warriorâs next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
until the end of the targetâs next turn.Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a
Monsters
Monster Manual
âs next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the allyâs Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
"} Cold damage. Until the end of its next turn, the target canât take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
Magic Items
Dungeon Masterâs Guide
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the
into a successful one. You canât use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Masterâs Guide
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures
Spells
Playerâs Handbook
can see through the familiarâs 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
Monsters
Storm King's Thunder
next turn.Greataxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Greataxe"} to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3","rollType
":"damage","rollAction":"Oathbow","rollDamageType":"piercing"} piercing damage against a sworn enemy. (See chapter 7 of the Dungeon Masterâs Guide for other properties of the oathbow.)Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Guildmastersâ Guide to Ravnica
","rollType":"roll","rollAction":"Leadership"} to one attack roll or saving throw it makes before the start of Aureliaâs next turn.
Warleaderâs Helix (Recharge 5â6);{"diceNotation":"1d6
, Aurelia must see the attacker and be wielding a melee weapon.
Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither
Monsters
Ghosts of Saltmarsh
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target
begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see âMadnessâ in chapter 8 of the Dungeon Masterâs Guide). The effect lasts 10
Magic Items
The Book of Many Things
While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it canât be used again until the next dawn
.
In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it canât be used again until the next dawn.
Magic Items
Waterdeep: Dungeon of the Mad Mage
Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term
madness (see âMadnessâ in chapter 8 of the Dungeon Masterâs Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
Magic Items
Tashaâs Cauldron of Everything
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be
immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell canât be cast from it again until the next dawn.
Monsters
Baldurâs Gate: Descent into Avernus
-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrikâs next turn.Second son of Duke Thalamra
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Masterâs Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Monsters
The Book of Many Things
lasts until the creature is freed by the Greater Restoration spell or other magic
A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn.
":"Snake Bite", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryaleâs next
Magic Items
Bigby Presents: Glory of the Giants
the target.
Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whipâs rune. Doing so increases the extra fire damage dealt by the whip to 2d6.
Once the rune has been invoked, it canât be invoked again until the next dawn.
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Magic Items
Mythic Odysseys of Theros
âArtifactsâ in chapter 7 of the Dungeon Masterâs 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.
Sunâs 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
Magic Items
The Book of Many Things
yourself. Once this reaction is used, it canât be used again until the next dawn.
Topsy-Turvy. When you roll a 1 on a d20, you can treat the roll as if you rolled a 20 instead. Once this property is used, it canât be used again until the next dawn.
bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability.
Marvelous Escape. When a creature hits you with an attack roll, you can use your reaction to
Magic Items
Tashaâs Cauldron of Everything
damage you would have taken. Once this reaction is used, it canât be used again until the next dawn.
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the
Spells
Forgotten Realms: Heroes of Faerûn
Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
Monsters
Quests from the Infinite Staircase
", "rollDamageType":"force"} force damage. If the target is a creature, its speed is halved until the start of the leprechaunâs next turn.
Gift of Luck (1/Day). The leprechaun touches a creature and
magically gifts the target a measure of luck. The creature gains the leprechaunâs Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
Magic Items
Fizban's Treasury of Dragons
resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you
can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the
Magic Items
The Book of Many Things
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it canât be used again until the next dawn.
. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your
Monsters
The Book of Many Things
the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight.
Spellcasting. The
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Magic Items
Acquisitions Incorporated
the previous 30 days.
Borrow Object. You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, âEquipment
, it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to
Monsters
Guildmastersâ Guide to Ravnica
following spells, requiring no material components:
At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4;{"diceNotation":"4d4","rollType":"damage
disadvantage on the next attack roll it makes before Lazav's next turn.Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and
Magic Items
The Book of Many Things
is within the attackerâs reach. Once this reaction has been used, it canât be used again until the next dawn.
. While wielding it, you also gain the following benefits:
Foolâs Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next
Magic Items
Fizban's Treasury of Dragons
until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
Chromatic. Hold
you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Dragon-Touched Focus (Wakened);Wakened (Very Rare). The Wakened focus has the Slumbering and
Magic Items
Mythic Odysseys of Theros
worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
See âArtifactsâ in chapter 7 of the Dungeon Masterâs
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see âWeather at Seaâ in chapter 5 of the Dungeon Masterâs Guide) or calming a storm. In either
Magic Items
Guildmastersâ Guide to Ravnica
makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Monsters
Candlekeep Mysteries
":"damage","rollAction":"Whispers of Violence","rollDamageType":"psychic"} psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshimeâs choice
and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isnât stunned.Cold, Necrotic, PoisonAcid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder
Monsters
Acquisitions Incorporated
. But as the point goblin for the group known as the Six (see âFactions and Rivalsâ in chapter 3), heâs made vengeance against Acq Inc and Omin Dran his lifeâs work. And then the work of his next life. And the one after that.
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
Magic Items
Acquisitions Incorporated
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
doubling your speed until the end of the turn. On a 4â6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can
Monsters
Icewind Dale: Rime of the Frostmaiden
holy water, this trait doesnât function at the start of its next turn.
Unusual Nature. The vampire doesnât require air.
Vampire Weaknesses. The vampire has the following flaws
has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands
Monsters
Mythic Odysseys of Theros
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they






