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Reactions

Reactions are actions taken in response to a trigger, and can be taken even if triggered on another creature's turn.
Some reactions require the acting creature to expend a Reaction resource, whereas other reactions do not. Those that do not are generally class features which use the reaction system, such as Divine Smite, Reckless Attack, or Sneak Attack.[1]
The Reactions tab[edit section | visual editor]

Reactions are managed for each character through the Reactions tab, located on the spellbook page of a character sheet. The tab can also be accessed immediately by pressing on one of the active reactions on the hotbar, or by pressing a hotkey (default: L).
Reactions can be set to be taken automatically, or the game can be set to prompt the player first.
If taking a reaction expends any resources, they are listed under the reaction's name.
Limitations[edit section | visual editor]
A character cannot apply more than one reaction to the same event if any of them prompt for confirmation; the UI prevents selecting more than one reaction per character.
The set of reactions triggered by an event are determined before any of them take effect. This means an attack roll or saving throw that would normally ignore a reaction (e.g., because the roll succeeded and the reaction is a roll bonus from an ally) ignores that reaction even if the roll outcome is changed by another reaction.
Consider these examples:
- A character in range of an enemy casting a spell has both Counterspell and Psionic Backlash set to prompt for confirmation. Because both trigger on the same spellcasting event and require user input, the game engine forces a choice between them: the character cannot use Counterspell to negate the spell and Psionic Backlash to deal damage for the same event.
- An ally rolls 16 against a DC 15 saving throw. Because the roll succeeds initially, a reaction that assists failed saves – such as a Wild Magic Sorcerer's Bend Luck – is excluded from the reaction queue. If an enemy Bard then uses Cutting Words to lower the roll to 13, causing a failure, Bend Luck still cannot be used because the set of available reactions was locked before any were resolved.
Events ignored by reactions[edit section | visual editor]
Reactions that trigger on damage or saving throws generally only trigger on the immediate, built-in effects of an action.[2] Damage and saving throws are ignored by the reaction system if they originate from:
- Conditions, including surface and other area effects (e.g., Burning damage and saves to avoid slipping on ice or to end Hold Person early are ignored)
- Explosions from grenades, barrels, or other items, excluding arrows and launched fireworks
- Most reactions that are not attacks or spells (e.g., Opportunity Attack and Hellish Rebuke can trigger reactions, but not Tenacity damage)[3]
- Passive features (except as noted below)
- Special weapon hit effects ("weapon functors"), such as the save against Silenced from Sussur weapons
Concentration saves and death saves are ignored.
Saving throws of passive features are ignored except for the following:
- Reverberation[4]
- Oil of Bane and Oil of Diminution coatings[4]
- Simple, Serpent Fang, Wyvern, and Purple Worm toxin coatings[4]
- Passive features granted by the following equipment:
- The following NPC passive features:
Preventing reactions[edit section | visual editor]
Creatures can be prevented from taking many reactions by a number of conditions. These include:[5]
- Any fleeing condition such as Fearful
- Any incapacitating condition such as Hold Person
- Any invisibility condition, which prevents all reactions besides Accursed Spectre, Blinding Ambush, and Weird Magic Surge
- Any polymorph condition besides disguises and Starry Forms [See: Bugs]
- Any restraining condition such as Ensnared
- Any stunning condition, namely Stunned
- Any unconscious condition such as Prone
Other conditions prevent creatures from spending Reaction resources. These include:
This latter set of conditions does not prevent affected creatures from taking reactions which do not consume the Reaction resource. Such reactions notably include Legendary actions performed by bosses in Honour mode. These actions are triggered like reactions but use a different resource making them unaffected by these conditions.
List of all reactions[edit section | visual editor]
| Reaction | Cost | Effects |
|---|---|---|
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Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targetting you, and deal an additional 1d6 of that element type on your next attack. |
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Raise an Accursed Spectre from the soul of a fallen cursed target to fight by your side. The size of the fallen creature will determine whether you raise a Feeble Spectre, Mundane Spectre, or Primordial Spectre. Doesn't work with constructs, elementals, oozes, plants, or undead. |
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Grym's form vibrates after being struck, providing 10 temporary hit points and doubling its movement speed while the temporary hit points are present. |
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When a creature you cursed with Hexblade's Curse attacks you, potentially nullify the attack. This has a 50% chance of succeeding. |
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Add a |
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Add a |
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+ 2 |
When an ally makes an Attack Roll or Saving Throw, it receives a +1d4 bonus. |
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+ 2 |
When an enemy makes an Attack Roll or Saving Throw, it receives a -1d4 penalty. |
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When a creature damages you, deal it 2d4Force and possibly knock it Prone. |
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Charm an enemy that attacks you, preventing them from attacking you until their next turn. |
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Use your swarm to attack the same target and deal 1d6Lightning damage. |
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Use your swarm to Teleport to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class. |
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Use your swarm Shock your target. |
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Use your swarm to Teleport you to a new location. |
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Induce a Wild Magic Surge on the nearby spellcaster. |
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As your health diminishes, let out a bone-quaking roar that pushes back anyone near you, and go Berserk. |
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+ |
Add a +1d6 bonus to an Attack Roll. |
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+ |
Add a +1d6 bonus to a Saving Throw. |
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+ |
Subtract 1d6 from an Attack Roll. |
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+ |
Subtract 1d6 from a Saving Throw. |
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+ |
Stop a spell from being cast. If it is higher level than the spell slot used to Counterspell, you must roll to prevent it. |
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"When you shoot a target at close range, you can make an additional melee attack against it as a Reaction. |
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Use a Bonus Action to attack the next closest target with the same attack. |
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+ |
The target receives a |
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When you or an ally gets hit with Acid, Cold, Fire, Lightning, or Thunder damage, you can use your reaction to halve the attack's damage. |
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At the start of a round, you can reduce the weapon's additional attack bonus by 1 to increase your Armour Class and Saving Throws by 1. |
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When attacked with a melee attack, add your Proficiency Bonus to your Armour Class, possibly causing attacks to miss. |
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Reduce the damage from a ranged weapon attack by 1d10 + your Dexterity modifier + your monk level. If the damage is reduced to 0, you can use a Ki Point to Deflect the Missile. |
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Catch a projectile from a ranged weapon attack and shoot it back at your attacker using Deflect Missiles: Redirect. |
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When you roll Thunder or Lightning damage, you can use your Channel Divinity Charge to deal maximum damage instead. |
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When an ally within 1.5 m (5 ft) of you takes damage, you can use your Reaction to magically substitute your own health for your ally's, healing them by 2 × (Paladin level)Hit Points at the cost of taking 2 × (Paladin level)Radiant damage yourself. |
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Strike back at the enemy that attacked you or your ally. |
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Your weapon deals an additional 2d8Radiant damage, increased by 1d8Radiant damage when attacking Fiends or Undead. |
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Your weapon deals an additional 4d8Radiant damage, increased by 2d8Radiant damage when attacking Fiends or Undead. |
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Deal an additional 2d8Cold. |
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Deal an additional 2d8Fire. |
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Deal an additional 2d8Lightning. |
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Deal an additional 2d8Necrotic. |
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Deal an additional 2d8Poison. |
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Deal an additional 2d8Radiant. |
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Deal an additional 2d8Thunder. |
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Deal an additional 2d8Weapon. |
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Deal an additional 2d8Weapon. |
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Deal an additional 1d8Cold. |
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Deal an additional 1d8Fire. |
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Deal an additional 1d8Lightning. |
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Deal an additional 2d8Necrotic. |
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Deal an additional 1d8Poison. |
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Deal an additional 2d8Radiant. |
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Deal an additional 2d8Thunder. |
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Deal an additional 1d8Weapon. |
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Deal an additional 1d8Weapon. |
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2 |
When you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage on the roll, you can spend 2 Ki Points to negate the Disadvantage for that roll. |
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When you cast a spell that deals damage matching your draconic ancestry, you can spend 1 Sorcery Point to gain Resistance to that damage type. |
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When attacked, the affected entity can draw on Siphoned magic to cast Elemental Retort. |
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Impose Disadvantage on an Attack Roll against you. If the attack misses, you gain Advantage on your next Attack Roll against the attacker for 1 turn. |
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Once per Long Rest when you kill a creature, your next Attack Roll will be a Critical Hit. |
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Use your swarm to attack the same target and deal 1d6Psychic damage. |
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Use your swarm to Blind your target. |
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Use your swarm to Teleport you to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class. |
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Use your swarm to Teleport you to a new location. |
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If a Large or bigger creature attacks you, you can retaliate with a melee attack. |
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Parry unarmed and weapon attacks to reduce their damage by 10. |
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The wearer can use their reaction to make an unarmed strike against any attacker that misses. |
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Gain a +10 bonus to your Attack Roll. |
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When you cast a spell of Level 1 or higher that deals Lightning damage, you cause a small, local storm. All enemies within 6 m (20 ft) take (Sorcerer level / 2)Lightning. |
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When you cast a spell of Level 1 or higher that deals Thunder damage, you cause a small, local storm. All enemies within 6 m (20 ft) take (Sorcerer level / 2)Thunder. |
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+ |
React to your next attacker with flames that deal 2d10Fire. |
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Interpose an illusory duplicate of yourself between you and an attacker's strike, making them miss their attack. |
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Impose Disadvantage on an ally's attacker, possibly causing their attack to miss. |
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Whenever you fail a Saving Throw, you can roll again, using the new result instead. |
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Once per Long Rest, when you fail a Saving Throw, you may succeed instead. |
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Charm an enemy attacking you. They will attack a new target if possible. |
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Strike back with Selûne's Ire at an attacker with holy righteousness. |
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While Patient Defence is active: the wearer can use their reaction to make an unarmed strike against any attacker that misses. |
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Increase your crowd control Saving Throw result by 10. |
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Increase your Saving Throw result by 10. |
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Use your swarm to attack the same target and deal 1d6Piercing damage. |
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Use your swarm to push your target back 5 m (17 ft) |
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Use your swarm to push your target back 5 m (17 ft) and knock them Prone. |
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Use your swarm to Teleport you to a new location. |
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Use your swarm to Teleport you to a new location. |
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When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit. |
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Spend a Luck Point to force a creature to reroll its Attack Roll. |
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Spend a Luck Point to gain Advantage on your Attack Roll, Ability Check, or Saving Throw. |
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Attack an enemy as a Reaction if they cast a spell near you. |
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Reduce damage from a ranged weapon by 1d10 + your Dexterity Modifier. |
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Upon taking damage, become Invisible. On your next turn, you can cast Misty Step, though this will break your invisibility. |
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Immediately strike back at an attacker. If Deathbringer's Legacy is active, use Deathbringer's Assault instead. |
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Attack an enemy moving out of your reach. |
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Once per Long Rest, when scoring a Critical Hit on a humanoid, you can Paralyse the target for 2 turns. |
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Make an Opportunity Attack whenever a creature enters your reach. |
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Change the die of a nearby Attack Roll or Saving Throw to the portent die. |
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When a nearby ally takes damage, you can use your Arcane Ward to reduce the damage equal to its charges and then lose 1 charge. |
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When you have a shield, impose Disadvantage on an attack against your allies when you are within 1.5 m (5 ft). You must be able to see the attacker. |
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When a nearby enemy casts a spell, you use your reaction to deal 1d4Psychic for every level of that spell. |
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When an enemy within 18 m (60 ft) targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus, you can use your reaction to nullify the spell. |
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Deal extra damage to a foe you have Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m (7 ft) of the target, or if there are no other combatants within 5 m (17 ft) and you have an ally within that range. |
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Deal extra damage to a foe you have Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m (7 ft) of the target, or if there are no other combatants within 5 m (17 ft) and you have an ally within that range. |
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Gain Advantage on Attack Rolls until the end of your turn, but enemies also have Advantage against you. |
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+ |
When a creature misses you with a melee attack, spend 1 Ki Point as a reaction to make them attack a new target if possible. |
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When your warlock attacks a target, materialise next to that target. |
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When you make a Dexterity Saving Throw, you can use your reaction to succeed instead. |
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+ |
When a creature misses you with a melee attack, you can retaliate with a powerful Riposte that deals an additional 1d8 damage if you are wielding a melee weapon. |
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Once per Long Rest, when you fail a Saving Throw against necromancy spells or spells cast by undead foes, you can use your Reaction to succeed instead. |
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Once per Long Rest, you can spend a Reaction to make an Attack Roll or Saving Throw with Advantage. |
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Initiate a countdown sequence that ends with Self-Detonation. |
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Initiate a countdown sequence that ends with Self-Detonation. |
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When an ally is attacked by a nearby creature, you may strike the attacker. |
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+ |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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When struck by a melee attack, your attacker must succeed a Dexterity Saving Throw or fall Prone. |
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Shield yourself from a spell attack: when you fail a Dexterity Saving Throw on a spell, you only take half damage. When you succeed, you take no damage. |
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Deal extra damage to a foe you have Advantage against. |
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Deal extra damage to a foe you have Advantage against. |
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Subtract 5 from incoming damage. |
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Subtract 10 from incoming damage. |
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Subtract 15 from incoming damage. |
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Subtract 20 from incoming damage. |
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Subtract 25 from incoming damage. |
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Subtract 30 from incoming damage. |
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Gain +5 bonus on your next Attack Roll. |
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Gain a +5 bonus on your next Saving Throw. |
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When you are attacked by a melee attack that does not deal Radiant damage, splinter off a piece of yourself to spawn a new version from the shadows. |
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When struck by a melee attack, you may deal Lightning damage to the attacker and possibly push them back. |
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Parry unarmed and weapon attacks to reduce their damage by 20. |
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When you miss a melee attack, you deal Strength ModifierBludgeoning damage (minimum of 1) anyway. |
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Gain Advantage on your next Attack Roll, Ability Check, or Saving Throw. Increased chance of Wild Magic surge afterwards. |
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When hitting a creature with a melee attack, Channel Divinity Charges can be used to deal extra Necrotic damage. |
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When a creature misses you with a melee attack, you may retaliate and gain True Strike. |
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When your ally is about to be hit by a foe, you can use your Reaction to make it automatically miss. Used once per Long Rest. |
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While Raging, when you take damage or fail a Saving Throw, you trigger another Wild Magic effect. This replaces your current Wild Magic effect. |
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Add a |
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Add a |
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Increase Strength by 2 and gain Resistance to all physical damage. |
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Cast Shocking Grasp at a creature moving out of range. |
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+ |
Grant a nearby ally a +10 bonus to their Attack Roll. |
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Impose Disadvantage on an attacker, possibly causing their attack to miss. |
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When you hit a creature with melee weapon, you can spend a reaction to deal additional Necrotic damage equal to your Proficiency Bonus. |
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If a nearby enemy attacks you, you can retaliate with Wrath of the Storm: Lightning that deals 2d8Lightning. |
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If a nearby enemy attacks you, you can retaliate with Wrath of the Storm: Thunder that deals 2d8Thunder. |
Notes[edit section | visual editor]
- ↑ Many class features which are implemented as reactions in Baldur's Gate 3 are not reactions in D&D 5th Edition, which Baldur's Gate 3 is based on. This change may have been made because reactions were added to the game fairly late in development.
- ↑ This limitation is inherent to
InterruptContextflagsOnPostRollandOnPreDamage.OnPostRollreactions can trigger onSavingThrow()calls in passive featureStatsFunctorsbut not theirConditions.OnPostRollreactions ignoreSavingThrow()calls nested within function arguments. - ↑ More precisely, only built-in reaction effects are ignored; actions initiated by reactions via
UseSpell()are not ignored. - ↑ From the definition of
IsAbleToReactinMods/Shared/Scripts/thoth/helpers/CommonConditions.khn,EnableConditionfield data (for polymorph), and theInterruptWhileInvisibleflag. Reactions may check for both polymorph andIsAbleToReact, just one, or neither.
Bugs[edit section | visual editor]
- Reactions to saving throws ignore those for Staggering, Thunderous, and Wrathful Smite and Topple the Big Folk.
- Most reactions are normally disabled by form-changing conditions such as Polymorphed and Wild Shape (but not Disguise Self or Starry Form). However, they are erroneously enabled if the creature also has a Disguise or Starry Form condition at the same time.




































































































































































































































































































































































