Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'next contract reaction pdf'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        next contact reaction pdf
                                    
                                
                                    
                                        next construct reaction pdf
                                    
                                
                                    
                                        near construct reaction pdf
                                    
                                
                                    
                                        next contracts reaction pdf
                                    
                                
                                    
                                        next contrary 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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
                                                
                                            
                                                
                                                     Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they canât be used again until the next dawn.
                                                
                                            
                                        
                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marutâs next turn.
Plane Shift (3/Day
                                                
                                            
                                                
                                                     and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.
The Hall of
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ","rollAction":"Hand Crossbow","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar
                                                
                                            
                                                
                                                     succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     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
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a DC 12 Constitution saving throw or contract a disease
                                                
                                            
                                                
                                                     next long rest.
The disease lasts until itâs removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.Base creatures are among the first to
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ;2: Disarm. The target drops one item it is holding of the kolyarutâs choice.
3â4: Imbalance. The target canât take reactions until the start of the kolyarutâs next turn.
5
                                                
                                            
                                                
                                                    âs next turn.
Plane Shift (3/Day). The kolyarut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally
                                                
                                            
                                        
                                                     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
                                                    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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    "} cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar).
Life-Draining Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
                                                
                                            
                                                
                                                    ","rollAction":"Necrotic Ink","rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    âs next turn.
Battlefield Cunning (Recharge 4â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Battlefield Cunning"}. Up to two allied yugoloths within 60 feet of the yagnoloth that
                                                
                                            
                                                
                                                     carrying, up to 60 feet to an unoccupied space it can see.Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     target can see or hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Weapon Attack. The warlord makes one Greatsword or Shortbow attack
                                                
                                            
                                                
                                                     of the warlord until the end of warlordâs next turn.Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Brain Tendrils", "rollDamageType":"psychic"} psychic damage and have the stunned condition until the start of Ruxithidâs next turn.
Combat Command. Ruxithid commands
                                                
                                            
                                                
                                                     one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     professor until the start of the professorâs next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
                                                
                                            
                                                
                                                    ", "rollDamageType":"psychic"} psychic damage, and the target is poisoned until the end of its next turn.
Overriding Theorem (Recharge 4â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Overriding
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction canât be used again until the next sunset.
Magic Tattoo
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
Portent of the Stars. As a reaction
                                                
                                            
                                                
                                                     roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than
                                                
                                            
                                                
                                                    ":"Flail of Paralysis","rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow. Ranged
                                                
                                            
                                        






