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Reactions

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Figure 1 - Active Reactions. The dialogue bubble on each icon indicates that these reactions are set to "Ask".

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 Divine Smite, Reckless Attack Reckless Attack, or Sneak Attack Sneak Attack.[1]

The Reactions tab[edit section | visual editor]

Reactions Tab
Figure 2 - Reactions Tab. Each reaction can be enabled or disabled with its corresponding checkbox on the left. They can be further configured with the 'Ask' setting to prompt the player for confirmation each time the reaction is triggered.

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:

  1. A character in range of an enemy casting a spell has both Counterspell Counterspell and Psionic Backlash 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.
  2. 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 Bend Luck – is excluded from the reaction queue. If an enemy Bard then uses Cutting Words 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 Burning damage and saves to avoid slipping on ice or to end Hold Person 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 Opportunity Attack and Hellish Rebuke Hellish Rebuke can trigger reactions, but not Tenacity Tenacity damage)[3]
  • Passive features (except as noted below)
  • Special weapon hit effects ("weapon functors"), such as the save against Silenced Silenced from Sussur weapons

Concentration saves and death saves are ignored.

Saving throws of passive features are ignored except for the following:

  • The following NPC passive features:

Preventing reactions[edit section | visual editor]

Creatures can be prevented from taking many reactions, even legendary actions, by a number of conditions. These include:[5]

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
Absorb ElementsAbsorb Elements

Reaction

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.

Accursed SpectreAccursed Spectre

Reaction

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 Feeble Spectre, Mundane Spectre Mundane Spectre, or Primordial Spectre Primordial Spectre.

Adamantine ReverberationAdamantine Reverberation

Vibrate after being struck, providing 10 temporary hit points 10 temporary hit points and doubling your movement speed while the temporary hit points are present.

Armour of HexesArmour of Hexes

Reaction

When a creature you cursed with Hexblade's Curse Hexblade's Curse attacks you, potentially nullify the attack. This has a 50% chance of succeeding.

Bardic AttackBardic Attack

Bardic Inspiration

Add a +1d6 bonus to your Attack Roll Attack Roll.

Bardic DefenceBardic Defence

Bardic Inspiration

Add a +1d6 bonus to your Saving Throw Saving Throw.

Beguiling RebukeBeguiling Rebuke

Beguile Beguile your attacker and its nearby allies, possibly preventing them from attacking you again.

Bend LuckBend Luck

Reaction + 2 Sorcery Point

When an ally makes an Attack Roll Attack Roll or Saving Throw Saving Throw, it receives a +1d4 bonus.

Bend LuckBend Luck

Reaction + 2 Sorcery Point

When an enemy makes an Attack Roll Attack Roll or Saving Throw Saving Throw, it receives a -1d4 penalty.

Blinding AmbushBlinding Ambush

Try to Blind Blind and deal 5d10⁠Radiant⁠Radiant to a Hunted Hunted creature when it attacks or casts a spell against you.

Bulwark RebukeBulwark Rebuke

Reaction

When a creature damages you, deal it 2d4⁠Force⁠Force and possibly knock it Prone Prone.

Call ConsortCall Consort

Summon your mate Summon your mate to protect you in battle.

CharmCharm

Reaction

Charm Charm an enemy that attacks you, preventing them from attacking you until their next turn.

Cloud of Jellyfish: AttackCloud of Jellyfish: Attack

Use your swarm to attack the same target and deal 1d6⁠Lightning⁠Lightning damage.

Cloud of Jellyfish: Mighty Shocking StingCloud of Jellyfish: Mighty Shocking Sting

Use your swarm to Shock Shock and Disarm Disarm your target.

Cloud of Jellyfish: Mighty TeleportCloud of Jellyfish: Mighty Teleport

Use your swarm to Teleport Teleport to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class Armour Class.

Cloud of Jellyfish: Shocking StingCloud of Jellyfish: Shocking Sting

Use your swarm Shock Shock your target.

Cloud of Jellyfish: TeleportCloud of Jellyfish: Teleport

Use your swarm to Teleport Teleport you to a new location.

Controlled ChaosControlled Chaos

Reaction

Induce a Wild Magic Surge Wild Magic Surge on the nearby spellcaster.

Corpulent RageCorpulent Rage

As your health diminishes, let out a bone-quaking roar that pushes back anyone near you, and go Berserk Berserk.

Cosmic Omen of Weal: Attack RollCosmic Omen of Weal: Attack Roll

Reaction + Cosmic Omen

Add a +1d6 bonus to an Attack Roll Attack Roll.

Cosmic Omen of Weal: Saving ThrowCosmic Omen of Weal: Saving Throw

Reaction + Cosmic Omen

Add a +1d6 bonus to a Saving Throw Saving Throw.

Cosmic Omen of Woe: Attack RollCosmic Omen of Woe: Attack Roll

Reaction + Cosmic Omen

Subtract 1d6 from an Attack Roll Attack Roll.

Cosmic Omen of Woe: Saving ThrowCosmic Omen of Woe: Saving Throw

Reaction + Cosmic Omen

Subtract 1d6 from a Saving Throw Saving Throw.

CounterspellCounterspell

Reaction + Level 3 Spell Slot

Stop a spell from being cast. If it is higher level than the spell slot used to Counterspell, you must roll to prevent it.

Cunning ComboCunning Combo

Reaction

"When you shoot a target at close range, you can make an additional melee attack against it as a  Reaction.

Curving ShotCurving Shot

Bonus Action

Use a  Bonus Action to attack the next closest target with the same attack.

Cutting WordsCutting Words

Reaction + Bardic Inspiration

The target receives a -1d6 penalty to Attack Roll Attack Rolls, Ability Check Ability Checks or damage dealt.

Dampen ElementsDampen Elements

Reaction

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.

Defensive AttackDefensive Attack

At the start of a round, you can reduce the weapon's additional attack bonus by 1 to increase your Armour Class Armour Class and Saving Throw Saving Throws by 1.

Defensive DuellistDefensive Duellist

Reaction

When attacked with a melee attack, add your Proficiency Bonus to your Armour Class Armour Class, possibly causing attacks to miss.

Deflect MissilesDeflect Missiles

Reaction

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 Deflect the Missile.

Deflect Missiles: RedirectDeflect Missiles: Redirect

Ki Point

Catch a projectile from a ranged weapon attack and shoot it back at your attacker using Deflect Missiles: Redirect Deflect Missiles: Redirect.

Destructive WrathDestructive Wrath

Channel Divinity Charge

When you roll Thunder or Lightning damage, you can use your  Channel Divinity Charge to deal maximum damage instead.

Divine AllegianceDivine Allegiance

Reaction

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 Points⁠Hit Points at the cost of taking 2 × (Paladin level)⁠Radiant⁠Radiant damage yourself.

Divine RetaliationDivine Retaliation

Strike back at the enemy that attacked you or your ally.

Divine SmiteDivine Smite

Level 1 Spell Slot

Your weapon deals an additional 2d8⁠Radiant⁠Radiant damage, increased by 1d8⁠Radiant⁠Radiant damage when attacking Fiends or Undead.

Divine Smite on Critical HitDivine Smite on Critical Hit

Level 1 Spell Slot

Your weapon deals an additional 4d8⁠Radiant⁠Radiant damage, increased by 2d8⁠Radiant⁠Radiant damage when attacking Fiends or Undead.

Divine Strike on Critical: ColdDivine Strike on Critical: Cold

Deal an additional 2d8⁠Cold⁠Cold.

Divine Strike on Critical: FireDivine Strike on Critical: Fire

Deal an additional 2d8⁠Fire⁠Fire.

Divine Strike on Critical: LightningDivine Strike on Critical: Lightning

Deal an additional 2d8⁠Lightning⁠Lightning.

Divine Strike on Critical: NecroticDivine Strike on Critical: Necrotic

Deal an additional 2d8⁠Necrotic⁠Necrotic.

Divine Strike on Critical: PoisonDivine Strike on Critical: Poison

Deal an additional 2d8⁠Poison⁠Poison.

Divine Strike on Critical: RadiantDivine Strike on Critical: Radiant

Deal an additional 2d8⁠Radiant⁠Radiant.

Divine Strike on Critical: ThunderDivine Strike on Critical: Thunder

Deal an additional 2d8⁠Thunder⁠Thunder.

Divine Strike on Critical: Weapon (Melee)Divine Strike on Critical: Weapon (Melee)

Deal an additional 2d8⁠Weapon⁠Weapon.

Divine Strike on Critical: Weapon (Ranged)Divine Strike on Critical: Weapon (Ranged)

Deal an additional 2d8⁠Weapon⁠Weapon.

Divine Strike: ColdDivine Strike: Cold

Deal an additional 1d8⁠Cold⁠Cold.

Divine Strike: FireDivine Strike: Fire

Deal an additional 1d8⁠Fire⁠Fire.

Divine Strike: LightningDivine Strike: Lightning

Deal an additional 1d8⁠Lightning⁠Lightning.

Divine Strike: NecroticDivine Strike: Necrotic

Deal an additional 1d8⁠Necrotic⁠Necrotic.

Divine Strike: PoisonDivine Strike: Poison

Deal an additional 1d8⁠Poison⁠Poison.

Divine Strike: RadiantDivine Strike: Radiant

Deal an additional 1d8⁠Radiant⁠Radiant.

Divine Strike: ThunderDivine Strike: Thunder

Deal an additional 1d8⁠Thunder⁠Thunder.

Divine Strike: Weapon (Melee)Divine Strike: Weapon (Melee)

Deal an additional 1d8⁠Weapon⁠Weapon.

Divine Strike: Weapon (Ranged)Divine Strike: Weapon (Ranged)

Deal an additional 1d8⁠Weapon⁠Weapon.

Drunkard's LuckDrunkard's Luck

2 Ki Point

When you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage Disadvantage on the roll, you can spend  2 Ki Points to negate the Disadvantage for that roll.

Elemental Affinity: ResistanceElemental Affinity: Resistance

Sorcery Point

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.

Elemental RetortElemental Retort

Reaction

When attacked, the affected entity can draw on Siphoned magic to cast Elemental Retort Elemental Retort.

Entropic WardEntropic Ward

Reaction

Impose Disadvantage Disadvantage on an Attack Roll Attack Roll against you.

If the attack misses, you gain Advantage Advantage on your next Attack Roll against the attacker for 1 turn.

ExecutionerExecutioner

Once per Long Rest when you kill a creature, your next Attack Roll Attack Roll will be a Critical Hit.

Fanatic RetaliationFanatic Retaliation

Avenge a fallen Spindleweb Fanatic Spindleweb Fanatic with a psionic barrage that can Silence Silence its killer.

Flurry of Moths: AttackFlurry of Moths: Attack

Use your swarm to attack the same target and deal 1d6⁠Psychic⁠Psychic damage.

Flurry of Moths: Blinding SwarmFlurry of Moths: Blinding Swarm

Use your swarm to Blind Blind your target.

Flurry of Moths: Mighty Blinding SwarmFlurry of Moths: Mighty Blinding Swarm

Use your swarm to Blind Blind and Slow Slow your target.

Flurry of Moths: Mighty TeleportFlurry of Moths: Mighty Teleport

Use your swarm to Teleport Teleport you to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class Armour Class.

Flurry of Moths: TeleportFlurry of Moths: Teleport

Use your swarm to Teleport Teleport you to a new location.

Fungal InfestationFungal Infestation

Reaction + Fungal Infestation Charge

When an enemy dies, turn their corpse into a mildewed, mould-encrusted zombie.

GalvaniseGalvanise

Bestow Bestow all minions within 5 m (17 ft) with an Action Surge Action Surge when an enemy targets one of its allies with a spell or ability.

Gaze of the DeadGaze of the Dead

Cast your empty eyes towards a creature and Frighten Frighten it.

Giant KillerGiant Killer

Reaction

If a Large or bigger creature attacks you, you can retaliate with a melee attack.

Githyanki ParryGithyanki Parry

Reaction

Parry unarmed and weapon attacks to reduce their damage by 10.

Gossamer TombGossamer Tomb

Entomb Entomb a creature that attacks your offspring with an Infested Infested glob of web.

Greater Kushigo CounterGreater Kushigo Counter

Reaction

The wearer can use their reaction to make an unarmed strike against any attacker that misses.

Guided StrikeGuided Strike

Channel Divinity Charge

Gain a +10 bonus to your Attack Roll Attack Roll.

Heart of the Storm: LightningHeart of the Storm: Lightning

When you cast a spell of Level 1 or higher that deals Lightning⁠Lightning damage, you cause a small, local storm. All enemies within 6 m (20 ft) take (Sorcerer level / 2)⁠Lightning⁠Lightning.

Heart of the Storm: ThunderHeart of the Storm: Thunder

When you cast a spell of Level 1 or higher that deals Thunder⁠Thunder damage, you cause a small, local storm. All enemies within 6 m (20 ft) take (Sorcerer level / 2)⁠Thunder⁠Thunder.

HeartwrenchHeartwrench

Rend Rend a target with a psychic barrage after you or an ally is struck by a Heartform Mapped Heartform Mapped creature.

Hellish RebukeHellish Rebuke

Reaction + Level 1 Spell Slot

React to your next attacker with flames that deal 2d10⁠Fire⁠Fire.

HordestrikeHordestrike

Launch a spectral hammer that inflicts Bane Bane and deals 4d8⁠Force⁠Force when your minions attack on your command.

Illusory SelfIllusory Self

Reaction

Interpose an illusory duplicate of yourself between you and an attacker's strike, making them miss their attack.

Improved Warding FlareImproved Warding Flare

Reaction

Impose Disadvantage Disadvantage on an ally's attacker, possibly causing their attack to miss.

IndomitableIndomitable

Whenever you fail a Saving Throw Saving Throw, you can roll again, using the new result instead.

Infernal ResistanceInfernal Resistance

Reaction

Once per Long Rest, when you fail a Saving Throw Saving Throw, you may succeed instead.

Instinctive CharmInstinctive Charm

Reaction

Charm Charm an enemy attacking you. They will attack a new target if possible.

Interposing ProtectorInterposing Protector

Reaction

Strike back with Selûne's Ire Selûne's Ire at an attacker with holy righteousness.

Kushigo CounterKushigo Counter

Reaction

While Patient Defence Patient Defence is active: the wearer can use their reaction to make an unarmed strike against any attacker that misses.

Leaping StaticLeaping Static

Strike an attacker with lightning, dealing 3d8⁠Lightning⁠Lightning. Three more bolts will leap from the target, electrifying as many as three other characters within 18 m (60 ft).

Legendary ResistanceLegendary Resistance

Increase your Saving Throw Saving Throw result by 10.

Legendary ResistanceLegendary Resistance

Increase your crowd control Saving Throw Saving Throw result by 10.

Legion of Bees: AttackLegion of Bees: Attack

Use your swarm to attack the same target and deal 1d6⁠Piercing⁠Piercing damage.

Legion of Bees: KnockbackLegion of Bees: Knockback

Use your swarm to push your target back 5 m (17 ft)

Legion of Bees: Mighty KnockbackLegion of Bees: Mighty Knockback

Use your swarm to push your target back 5 m (17 ft) and knock them Prone Prone.

Legion of Bees: Mighty TeleportLegion of Bees: Mighty Teleport

Use your swarm to Teleport Teleport you to a new location.

Legion of Bees: TeleportLegion of Bees: Teleport

Use your swarm to Teleport Teleport you to a new location.

Luck of the Far RealmsLuck of the Far Realms

Reaction

When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit.

Lucky: Reroll Attacker's DieLucky: Reroll Attacker's Die

Luck Point

Spend a  Luck Point to force a creature to reroll its Attack Roll Attack Roll.

Lucky: Reroll with AdvantageLucky: Reroll with Advantage

Luck Point

Spend a  Luck Point to gain Advantage Advantage on your Attack Roll Attack Roll, Ability Check Ability Check, or Saving Throw Saving Throw.

Mage SlayerMage Slayer

Reaction

Attack an enemy as a  Reaction if they cast a spell near you.

Mind-Claw of Tu'narathMind-Claw of Tu'narath

Summon a vestigal echo of Vlaakith's ire as a wicked psionic blade.

Missile SnaringMissile Snaring

Reaction

Reduce damage from a ranged weapon by 1d10 + your Dexterity Modifier.

Misty EscapeMisty Escape

Reaction

Upon taking damage, become Invisible Invisible. On your next turn, you can cast Misty Step Misty Step, though this will break your invisibility.

Murderous RetortMurderous Retort

Immediately strike back at an attacker. If Deathbringer's Legacy Deathbringer's Legacy is active, use Deathbringer's Assault Deathbringer's Assault instead.

Opportunity AttackOpportunity Attack

Reaction

Attack an enemy moving out of your reach.

PacifyPacify

Inflict Ptarian Pacifism Ptarian Pacifism on an attacker after being hit.

Paralysing CriticalParalysing Critical

Once per Long Rest, when scoring a Critical Hit on a humanoid, you can Paralyse Paralyse the target for 2 turns.

Polearm Master: Opportunity AttackPolearm Master: Opportunity Attack

Reaction

Make an Opportunity Attack whenever a creature enters your reach.

Portent DiePortent Die

Change the die of a nearby Attack Roll Attack Roll or Saving Throw Saving Throw to the portent die.

Projected WardProjected Ward

Reaction

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.

ProtectionProtection

Reaction

When you have a shield, impose Disadvantage Disadvantage on an attack against your allies when you are within 1.5 m (5 ft). You must be able to see the attacker.

Psionic BacklashPsionic Backlash

Reaction

When a nearby enemy casts a spell, you use your reaction to deal 1d4⁠Psychic⁠Psychic for every level of that spell.

Psionic DominancePsionic Dominance

Reaction

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.

Psionic VisagePsionic Visage

Summon 3 psychic copies of yourself to protect you. As long as one of those copies remain, you are Immune to Bludgeoning, Piercing and Slashing damage, but Vulnerable to Psychic damage.

Rakish Sneak AttackRakish Sneak Attack

Deal extra damage to a foe you have Advantage 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.

Rakish Sneak Attack (Critical Hit)Rakish Sneak Attack (Critical Hit)

Deal extra damage to a foe you have Advantage 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.

Reckless AttackReckless Attack

Gain Advantage Advantage on Attack Roll Attack Rolls until the end of your turn, but enemies also have Advantage against you.

Redirect AttackRedirect Attack

Reaction + Ki Point

When a creature misses you with a melee attack, spend 1  Ki Point as a reaction to make an unarmed attack against the attacker.

Right Behind YouRight Behind You

Reaction

When your warlock attacks a target, materialise next to that target.

Ring of EvasionRing of Evasion

Reaction

When you make a Dexterity Saving Throw Saving Throw, you can use your reaction to succeed instead.

RiposteRiposte

Reaction + Superiority Die

When a creature misses you with a melee attack, you can retaliate with a powerful Riposte Riposte that deals an additional 1d8 damage if you are wielding a melee weapon.

Sacrifice SoulSacrifice Soul

Offer the soul of a recently killed humanoid to Vlaakith in return for heightened powers.

Sanctuary of LossSanctuary of Loss

Shield Shield yourself or an ally from harm after they are attacked. This protection will wane when the protected creature attacks. Viconia can still use Heartwrench Heartwrench and keep this protection.

Scarab of ProtectionScarab of Protection

Reaction

Once per Long Rest, when you fail a Saving Throw Saving Throw against necromancy spells or spells cast by undead foes, you can use your  Reaction to succeed instead.

Second ChanceSecond Chance

Reaction

Once per Long Rest, you can spend a  Reaction to make an Attack Roll Attack Roll or Saving Throw Saving Throw with Advantage Advantage.

Self-Detonation ProtocolSelf-Detonation Protocol

Initiate a countdown sequence that ends with Self-Detonation Self-Detonation.

Self-Detonation ProtocolSelf-Detonation Protocol

Initiate a countdown sequence that ends with Self-Detonation Self-Detonation.

SentinelSentinel

Reaction

When an ally is attacked by a nearby creature, you may strike the attacker.

Shatter Psionic VisageShatter Psionic Visage

Detonate Detonate your first psionic visage once struck, shattering the attacker's mind and pushing them back 3.

ShieldShield

Reaction + Level 1 Spell Slot

When you are about to be hit by an enemy, increase your Armour Class Armour Class by 5. You take no damage from Magic Missile Magic Missile.

Shield BlowShield Blow

Reaction

When struck by a melee attack, your attacker must succeed a Dexterity Saving Throw Saving Throw or fall Prone Prone.

Shield Master: BlockShield Master: Block

Reaction

Shield yourself from a spell attack: when you fail a Dexterity Saving Throw Saving Throw on a spell, you only take half damage. When you succeed, you take no damage.

Sneak AttackSneak Attack

Deal extra damage to a foe you have Advantage Advantage against.

Sneak Attack (Critical Hit)Sneak Attack (Critical Hit)

Deal extra damage to a foe you have Advantage Advantage against.

Song of Defence: 1Song of Defence: 1

Level 1 Spell Slot

Subtract 5 from incoming damage.

Song of Defence: 2Song of Defence: 2

Level 2 Spell Slot

Subtract 10 from incoming damage.

Song of Defence: 3Song of Defence: 3

Level 3 Spell Slot

Subtract 15 from incoming damage.

Song of Defence: 4Song of Defence: 4

Level 4 Spell Slot

Subtract 20 from incoming damage.

Song of Defence: 5Song of Defence: 5

Level 5 Spell Slot

Subtract 25 from incoming damage.

Song of Defence: 6Song of Defence: 6

Level 6 Spell Slot

Subtract 30 from incoming damage.

Soul AscensionSoul Ascension

Ascends Ascends allied Cambions with a column of writhing souls that deals 6d10⁠Necrotic⁠Necrotic to any non-fiend caught inside.

Soul Catching BoonSoul Catching Boon

Gain +5 bonus on your next Attack Roll Attack Roll.

Soul Catching ProwessSoul Catching Prowess

Gain a +5 bonus on your next Saving Throw Saving Throw.

Spectral AspectSpectral Aspect

Adopt your Spectral Aspect Spectral Aspect after being struck.

Splinter ShadowSplinter Shadow

Reaction

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.

Storm's FuryStorm's Fury

Reaction

When struck by a melee attack, you may deal Lightning damage to the attacker and possibly push them back.

SublimationSublimation

Attempt to turn your enemies into solid gold.

Supreme Githyanki ParrySupreme Githyanki Parry

Reaction

Parry unarmed and weapon attacks to reduce their damage by 20.

TenacityTenacity

Reaction

When you miss a melee attack, you deal Strength Modifier⁠Bludgeoning⁠Bludgeoning damage (minimum of 1) anyway.

The Dead WastesThe Dead Wastes

Open Open a necrotic rift from a new corpse that heals Undead 4d6⁠Hit Points⁠Hit Points and deals 4d6⁠Necrotic⁠Necrotic to living creatures at the start of their turns.

Tides of ChaosTides of Chaos

Tides of Chaos Charge

Gain Advantage Advantage on your next Attack Roll Attack Roll, Ability Check Ability Check, or Saving Throw Saving Throw. Increased chance of Wild Magic Wild Magic surge afterwards.

Torrential UndeathTorrential Undeath

Once per turn when you get hit, unleash a barrage of spiritual energy, granting Undead Guardian Wraiths Guardian Wraiths while haunting other creatures with Wrathful Spirits Wrathful Spirits.

Touch of DeathTouch of Death

Channel Divinity Charge

When hitting a creature with a melee attack,  Channel Divinity Charges can be used to deal extra Necrotic⁠Necrotic damage.

True Strike RiposteTrue Strike Riposte

Reaction

When a creature misses you with a melee attack, you may retaliate and gain True Strike True Strike.

Tu'narath's EmbraceTu'narath's Embrace

Protect an ally that is targeted by an Incapacitating Condition with an Embrace Embrace that also grants 50 temporary hit points 50 temporary hit points.

Tyrannical BrandingTyrannical Branding

Place a Tyrant's Curse Tyrant's Curse on a target.

Unflinching ProtectionUnflinching Protection

Reaction

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.

Unstable BacklashUnstable Backlash

Reaction

While Raging Raging, when you take damage or fail a Saving Throw Saving Throw, you trigger another Wild Magic effect. This replaces your current Wild Magic effect.

Valiant AttackValiant Attack

Bardic Inspiration

Add a +1d6 bonus to your Attack Roll Attack Roll.

Valiant DamageValiant Damage

Bardic Inspiration

Add an additional +1d6 damage to your weapon attack.

Valiant DefenceValiant Defence

Bardic Inspiration

Add a +1d6 bonus to your Saving Throw Saving Throw or Armour Class Armour Class.

Vampiric SwarmVampiric Swarm

Call forth a swarm of vampire bats whenever a foe approaches you. Targets are pushed backwards and may become Swarmed Swarmed.

Vengeful FatherVengeful Father

Enter into a Rage Rage after the death of a family member or falling to low Hit Points. Uses Vengeful Father Vengeful Father.

Vengeful PlaymateVengeful Playmate

Envelop Envelop an area in The Wasting Quiet The Wasting Quiet after a summoned shadow is destroyed.

Wail of LossWail of Loss

Malus Thorm has made all his assistants cast Wail of Loss Wail of Loss simultaneously.

War Caster: Opportunity SpellWar Caster: Opportunity Spell

Reaction

Cast Shocking Grasp Shocking Grasp at a creature moving out of range.

War God's BlessingWar God's Blessing

Reaction + Channel Divinity Charge

Grant a nearby ally a +10 bonus to their Attack Roll.

Warding FlareWarding Flare

Reaction

Impose Disadvantage Disadvantage on an attacker, possibly causing their attack to miss.

Withering CutWithering Cut

Reaction

When you hit a creature with melee weapon, you can spend a reaction to deal additional Necrotic damage equal to your Proficiency Bonus.

Wrath of the Storm: LightningWrath of the Storm: Lightning

Reaction

If a nearby enemy attacks you, you can retaliate with Wrath of the Storm: Lightning Wrath of the Storm: Lightning that deals 2d8⁠Lightning⁠Lightning.

Wrath of the Storm: ThunderWrath of the Storm: Thunder

Reaction

If a nearby enemy attacks you, you can retaliate with Wrath of the Storm: Thunder Wrath of the Storm: Thunder that deals 2d8⁠Thunder⁠Thunder.


Bugs[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. ↑ 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.
  2. ↑ This limitation is inherent to InterruptContext flags OnPostRoll and OnPreDamage. OnPostRoll reactions can trigger on SavingThrow() calls in passive feature StatsFunctors but not their Conditions. OnPostRoll reactions ignore SavingThrow() calls nested within function arguments.
  3. ↑ More precisely, only built-in reaction effects are ignored; actions initiated by reactions via UseSpell() are not ignored.
  4. ↑ 4.0 4.1 4.2 4.3 The associated saving throw is performed by a hidden passive feature.
  5. ↑ From the definition of IsAbleToReact in Mods/Shared/Scripts/thoth/helpers/CommonConditions.khn, EnableCondition field data (for polymorph), and the InterruptWhileInvisible flag. Reactions may check for both polymorph and IsAbleToReact, just one, or neither.