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    Bugbear in the Playground
     
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    Default Master of Reactions — A Mini-Guide

    Master of Reactions — A Mini-Guide

    Sources: Player's Handbook, Elemental Evil Player's Companion, Sword Coast Adventurer's Guide, Xanathar's Guide to Everything
    See Also: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Opportunity Attacks (OpAtks) vs Other Reaction Attacks

    While there are some abilities that grant you a reaction attack (like Mage Slayer), unless it specifically says "Opportunity Attack", it's not one — even though it looks a lot like one, and is almost as good.

    The only optional ability in the game that grants new criteria for triggering a genuine OpAtk is Polearm Master. That means an OpAtk enhancer (like Sentinel's 0-speed clause) will work the standard OpAtk, as well as the OpAtk granted by Polearm Master, but not the non-OpAtk reaction attack granted by Mage Slayer.

    It also leads to the humorous conclusion that Sentinel's 0-speed clause will not work Sentinel's own reaction attack grant. :)

    Color Legend

    Feat -> Gray
    Spell -> Violet
    Ability -> Black

    Universal Reaction Triggers

    • Dismount — dismount/land on feet when mount is knocked prone
    • Identifying a Spell — Int (Arcana) DC 15 + spell's level • Xanathar's
    • Opportunity Attacks — get attack vs foe who leaves your reach
    • Ready Action — user-defined trigger and action


    Optional Reaction Triggers

    • Absorb Elements — when take elemental dmg -> resistance, +1d6..9d6 dmg next melee — Druid/Ranger/Sorcerer/Wizard 1 • Xanathar's
    • Arcane Deflection — when hit/fail save -> +2 AC/+4 save — Wizard 2 (War Magic) • Xanathar's
    • Armor of Hexes — when hit by target -> 50% negate hit — Warlock 10 (Hexblade) • Xanathar's
    • Aura of the Guardian — when ally within 10'/30' takes dmg -> take that dmg — Paladin 7 (Redemption) • Xanathar's
    • Beguiling Defenses — bounce charm back at initiator — Warlock 10 (Archfey)
    • Bend Luck — spend 2 sorcery pts to add/subtract 1d4 from someone's attack/save/check — Sorcerer 6 (Wild Magic)
    • Blade of Flourish : Mobile Flourish — move your speed to catch up after pushing target — Bard 3 (Swords) • Xanathar's
    • Bountiful Luck — ally rerolls a 1 — Halfling • Xanathar's
    • Combat Inspiration — +1d6..1d12 to AC vs one attack — Bard 3 (Valor)
    • Counterspell — counter a spell being cast — Sorcerer/Warlock/Wizard 5
    • Cutting Words — -1d6..1d12 to opponent's attack roll, damage roll, or ability check — Bard 3 (Lore)
    • Dampen Elements — grant resistance vs one energy attack — Cleric 6 (Nature)
    • Defensive Duelist — add prof bonus to AC vs one attack if wielding finesse weapon (Dex 13)
    • Deflect Missles — deflect/catch-and-return one missle — Monk 3
    • Divine Allegiance — when adjacent ally takes dmg -> you take instead — Paladin 7 (Crown) • Sword Coast
    • Entropic Ward — impose disadvantage on one attack vs you, then gain advantage vs attacker — Warlock 6 (Great Old One)
    • Fade Away — when take dmg -> invisible until end of next turn — Gnome • Xanathar's
    • Feather Fall — safe landing for <=5 creatures for 1m — Bard/Sorcerer/Wizard 1
    • Giant Killer — get attack vs large or larger creature who attacks you — Ranger 3 (Hunter)
    • Hellish Rebuke — 1d10+1d10/slot lvl fire to attacker — Tiefling 3, Warlock 1
    • Illusory Self — negate an attack — Wizard 10 (Illusionist)
    • Instinctive Charm — divert attack to another target — Wizard 6 (Enchanter)
    • Mage Slayer — get melee weapon attack vs adjacent foe who casts a spell
    • Mantle of Inspiration — when benefiting from Bard's Mantle -> move your speed without provoking OpAtk — Bard 3 (Glamour) • Xanathar's
    • Misdirection — redirect attack to adjacent creature providing you cover — Rogue 13 (Mastermind) • Xanathar's
    • Misty Escape — teleport 60' when damaged — Warlock 6 (Archfey)
    • Opportunist — get attack vs foe who hit adjacent ally — Monk 17 (Shadow)
    • Orcish Fury — after Relentless Endurance -> make one weapon attack — Half-Orc • Xanathar's
    • Parry (Maneuver) — reduce damage of one melee attack — Fighter 3 (Battle Master), Martial Adept feat
    • Polearm Master — get OpAtk when someone enters your reach with Glaive/Halberd/Quarterstaff
    • Primordial Ward — when take elemental dmg -> gain immunity until end of next turn — Druid 11 • Xanathar's
    • Projected Ward — negate some damage within 30' — Wizard 6 (Abjurer)
    • Protection (Fighting Style) — use shield to impose disadvantage on one attack vs adjacent ally — Fighter 1, Paladin 2
    • Raging Storm — Barbarian 14 (Storm Herald) • Xanathar's
      • Desert — when creature hits you, Dex save or 1/2 Barbarian lvl dmg (fire)
      • Sea — when hit creature, Str save or knock prone
      • Tundra — when aura effect activated, Str save or speed 0 until start of your next turn
    • Rebuke the Violent — when ally hit -> attacker takes equal dmg (radiant), Wis save for 1/2 — Paladin 3 (Redemption) • Xanathar's
    • Retaliation — get attack vs adjacent foe who harms you — Barbarian 14 (Berserker)
    • Riposte (Maneuver) — get attack vs adjacent foe who attacks you and misses — Fighter 3 (Battle Master), Martial Adept feat
    • Second Chance — when hit -> force reroll — Halfling • Xanathar's
    • Sentinel — get attack vs adjacent foe who attacks someone else
    • Sentinel at Death's Door — when your or ally within 30' suffers crit -> turn into normal hit — Cleric 6 (Grave) • Xanathar's
    • Shadowy Dodge — impose disadvantage on attack roll against you — Ranger 15 (Gloom Stalker) • Xanathar's
    • Shield — +5 AC until next turn, castable *after* hit! — Sorcerer/Wizard 1
    • Shield Master — take no damage instead of half damage on successful Dex save
    • Skirmisher — when enemy ends turn adjacent -> move 1/2 speed without OpAtk — Rogue 3 (Scout) • Xanathar's
    • Slayer's Counter — when saving -> weapon attack vs target, success -> save succeeds — Ranger 15 (Monster Slayer) • Xanathar's
    • Slow Fall — reduce falling damage — Monk 4
    • Song of Defense — when take dmg -> spend spell slot, reduce dmg by slot level * 5 — Wizard 10 (Bladesinging) • Sword Coast
    • Soul Cage — when humanoid within 60' dies -> trap soul in cage — Warlock/Wizard 11 • Xanathar's
    • Soul of Vengeance — get attack vs Enmity target when it makes an attack — Paladin 15 (Vengeance)
    • Spectral Defense — when take dmg from attack -> resistance — Ranger 15 (Horizon Walker) • Xanathar's
    • Spell Thief — steal a spell that affects you — Rogue 17 (Arcane Trickster)
    • Spirit Shield — reduce dmg to ally within 30' by 2d6..4d6 — Barbarian 6 (Ancestral Guardian) • Xanathar's
    • Spirit Totem : Hawk Spirit — grant advantage to attack against target in aura — Druid 2 (Shepherd) • Xanathar's
    • Stand Against the Tide — redirect melee attack that misses you to another creature — Ranger 15 (Hunter)
    • Stone's Endurance — when take dmg -> reduce by 1d12 + Con bonus — Goliath • Elemental Evil
    • Storm's Fury — when hit by melee, do Sorcerer level dmg (lightning), Str save or pushed back 20' — Sorcerer 14 (Storm Sorcery) • Xanathar's
    • Strength before Death — when reduced to 0 hp -> immediately take extra turn — Fighter 18 (Samurai) • Xanathar's
    • Sun Shield — when hit with melee -> do 5 + Wis bonus dmg (radiant) — Monk 17 (Sun Soul) • Xanathar's
    • Tomb of Levistus (Invocation) — when take dmg -> +10 thp/Warlock lvl, vulnerable to fire, speed 0, incapactitated (all til end of next turn) — Warlock 5 • Xanathar's
    • Uncanny Dodge — halve damage from one attack — Rogue 5, Ranger 15 (Hunter)
    • Warding Flare/Improved Flare — impose disadvantage on one attack — Cleric 1/6 (Light)
    • Warding Maneuver — when you or adjacent ally hit, and wielding melee weapon or shield -> +1d8 AC and resistance — Fighter 7 (Cavalier) • Xanathar's
    • War God's Blessing (Channel Divinity) — grant +10 on attack roll — Cleric 6 (War)
    • Wrath of the Storm — 2d8 lightning/thunder vs adjacent foe who hits you — Cleric 1 (Tempest)


    OpAtk Enhancers

    • Relentless Avenger — move up to half speed when you hit someone using an OpAtk — Paladin 7 (Vengeance)
    • Sentinel — drop foe's speed to 0 when you hit them with an OpAtk; prevent foe from negating your OpAtk trigger via the Disengage action
    • War Caster — cast single-target spell instead of melee attack for OpAtk


    Ally Reactions

    • Commander's Strνke (Maneuver) — allow ally to use their reaction to make one weapon attack — Fighter 3 (Battle Master)
    • Inspiring Surge — when action surge -> grant 1-2 allies within 60' reaction attacks — Fighter 10/17 (Purple Dragon Knight) • Sword Coast
    • Maneuverνng Attack (Maneuver) — allow ally to use their reaction to move half speed without OpAtk from target — Fighter 3 (Battle Master)
    • Power Word Heal — ally can use reaction to stand up from prone — Bard 17


    Familiars: When you cast a touch spell while your familiar is within 100', it can use its reaction to deliver it.

    Preventing Reactions

    • Arms of Hadar — no reactions until its next turn — Warlock 1
    • Confusion — no reactions — Bard/Cleric (Knowledge)/Druid/Sorcerer/Wizard 7, Paladin 13 (Oathbreaker)
    • Dissonant Whispers — must use reaction to move away — Bard/Warlock (Great Old Ones) 1
    • Open Hand Technique — when hit with Flurry -> target can't take reactions until end of your next turn — Monk 3 (Open Hand)
    • Shocking Grasp — no reactions until its next turn — Sorcerer/Wizard 1
    • Slow — no reactions — Druid (Arctic)/Sorcerer/Wizard 5
    • Staggering Smite — no reactions until end of its next turn — Paladin 13


    Conditions

    • Incapacitated (included by Paralyzed, Petrified, Stunned, Unconscious) — no reactions
    • Surprised — can't take a reaction until your first turn of combat ends
    • Turned — no reactions — Cleric 2, Paladin 3


    Special

    • Vigilant Defender — "In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction." — Fighter 18 (Cavalier) • Xanathar's


    Revision Log

    • 2017-12-23 Updated styling. Added this revision log. Updated to include Elemental Evil Player's Companion, Sword Coast Adventurer's Guide, Xanathar's Guide to Everything.
    • 2017-12-24 Added Commander's Strνke, Maneuverνng Attack, Power Word Heal. Added sections for Ally Reactions, Preventing Reactions.
    • 2017-12-25 Corrected "Attack of Opportunity" -> "Opportunity Attack".
    • 2018-01-07 Fixed Arcane Deflection description. (credit: ImproperJustice)
    Last edited by odigity; 2018-01-07 at 05:47 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Hope it's not too colorful.

    Who wants to do the same for Bonus Actions? :)

  3. - Top - End - #3
    Orc in the Playground
     
    DruidGuy

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by odigity View Post
    Hope it's not too colorful.

    Who wants to do the same for Bonus Actions? :)
    That would be awesome!
    BTW, colors are ok for me but in a longer post this coding may not be optimal.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by Felvion View Post
    BTW, colors are ok for me but in a longer post this coding may not be optimal.
    That had occurred to me. I don't like big walls of text, which is why I colorized it to make it visually processable. Let's see what other people think.

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    My favorite combination...

    Minumum Build: Fighter 4 (Battle Master), wielding rapier + shield or 2x shortsword
    Reaction Options:
    - Defensive Duelist feat
    - Riposte maneuver
    - Sentinel feat

    If they hit you, use Defensive Duelist to make them miss.
    If they miss you, use Riposte to hit them back.
    If they attack someone else, use Sentinel to hit them again.

    Never go a round without a reaction trigger!

  6. - Top - End - #6
    Dwarf in the Playground
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    Default Re: Master of Reactions — A Mini-Guide

    Counterspell is a level 3 spell.

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by Symphony View Post
    Counterspell is a level 3 spell.
    Thanks, fixed. (the other spells were all lvl 1, copy/paste error)

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    To be honest, I was hoping for a little more reaction and commentary than this...

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    Dwarf in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by odigity View Post
    To be honest, I was hoping for a little more reaction and commentary than this...
    Actually I'm quite excited about it! Tables like this will help! Woo Hoo!
    "... people like things that are good."

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    Barbarian in the Playground
     
    Chimera

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    Default Re: Master of Reactions — A Mini-Guide

    I loved making characters in 3.5 based around reactions (AoO) so this is going to be awesome and very helpful

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Thanks, I feel better. :)

  12. - Top - End - #12
    Barbarian in the Playground
     
    BardGuy

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    Default Re: Master of Reactions — A Mini-Guide

    This looks awesome. I would love to have Reactions and Bonus Actions in an Excel file.

    Thanks!

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Added War Caster to Reaction Enhancers section.

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    Default Re: Master of Reactions — A Mini-Guide

    This is very useful, thanks.

    May I recommend switching purple to a dark or medium green? Red, purple, black, blue, cyan, and gold are regularly used as part of handbooks, and it took me about half a minute to realize you weren't calling a lot of these options subpar. :) It would also contrast better with the saddle brown. If you moved the gray up a shade, that would also help the contrast.

    I included a comparison below. c: You can just quote to copy if you find it useful.

    Spoiler: Comparison
    Show
    Master of Reactions — A Mini-Guide

    Key
    • Ability — Saddle Brown
    • Feat — Medium Gray
    • Spell — Medium Green


    Universal Reaction Triggers

    • Dismount — dismount/land on feet when mount is knocked prone
    • Opportunity Attacks — get attack vs foe who leaves your reach
    • Ready action — user-defined trigger and action


    Optional Reaction Triggers

    • Beguiling Defenses [Warlock 10 (Archfey)] — bounce charm back at initiator
    • Bend Luck [Sorcerer 6 (Wild Magic)] — spend 2 sorcery pts to add/subtract 1d4 from someone's attack/save/check
    • Combat Inspiration [Bard 3 (Valor)] — +1d6..1d12 to AC vs one attack
    • Counterspell [Sorcerer/Warlock/Wizard 5] — counter a spell being cast
    • Cutting Words [Bard 3 (Lore)] — -1d6..1d12 to opponent's attack roll, damage roll, or ability check
    • Dampen Elements [Cleric 6 (Nature)] — grant resistance vs one energy attack
    • Defensive Duelist — add prof bonus to AC vs one attack if wielding finesse weapon (Dex 13)
    • Deflect Missles [Monk 3] — deflect/catch-and-return one missle
    • Entropic Ward [Warlock 6 (Great Old One)] — impose disadvantage on one attack vs you, then gain advantage vs attacker
    • Feather Fall [Bard/Sorcerer/Wizard 1, Magic Initiate feat] — safe landing for <=5 creatures for 1m
    • Giant Killer [Ranger 3 (Hunter)] — get attack vs large or larger creature who attacks you
    • Hellish Rebuke [Tiefling 3, Warlock 1, Magic Initiate feat] — 1d10+1d10/slot lvl fire to attacker
    • Illusory Self [Wizard 10 (Illusionist)] — negate an attack
    • Instinctive Charm [Wizard 6 (Enchanter)] — divert attack to another target
    • Mage Slayer — get melee weapon attack vs adjacent foe who casts a spell
    • Misty Escape [Warlock 6 (Archfey)] — teleport 60' when damaged
    • Opportunist [Monk 17 (Shadow)] — get attack vs foe who hit adjacent ally
    • Parry [Fighter 3 (Battle Master), Martial Adept feat] — reduce damage of one melee attack
    • Polearm Master — get AoO when someone enters your reach with Glaive/Halberd/Quarterstaff
    • Projected Ward [Wizard 6 (Abjurer)] — negate some damage within 30'
    • Protection [Fighter 1, Paladin 2] — use shield to impose disadvantage on one attack vs adjacent ally
    • Retaliation [Barbarian 14 (Berserker)] — get attack vs adjacent foe who harms you
    • Riposte [Fighter 3 (Battle Master), Martial Adept feat] — get attack vs adjacent foe who attacks you and misses
    • Sentinel — get attack vs adjacent foe who attacks someone else
    • Shield [Sorcerer/Wizard 1, Magic Initiate feat] — +5 AC until next turn, castable *after* hit!
    • Shield Master — take no damage instead of half damage on successful Dex save
    • Slow Fall [Monk 4] — reduce falling damage
    • Soul of Vengeance [Paladin 15 (Vengeance)] — get attack vs Enmity target when it makes an attack
    • Spell Thief [Rogue 17 (Arcane Trickster)] — steal a spell that affects you
    • Stand Against the Tide [Ranger 15 (Hunter)] — redirect melee attack that misses you to another creature
    • Uncanny Dodge [Rogue 5, Ranger 15 (Hunter)] — halve damage from one attack
    • Warding Flare/Improved Flare [Cleric 1/6 (Light)] — impose disadvantage on one attack
    • War God's Blessing [Cleric 6 (War)] — grant +10 on attack roll
    • Wrath of the Storm [Cleric 1 (Tempest)] — 2d8 lightning/thunder vs adjacent foe who hits you


    Reaction Enhancers

    • Relentless Avenger [Paladin 7 (Vengeance)] — move up to half speed when you hit someone using an AoO
    • War Caster — cast single-target spell instead of melee attack for AoO
    Last edited by AstralFire; 2014-12-30 at 06:04 AM.

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by AstralFire View Post
    May I recommend switching purple to a dark or medium green? Red, purple, black, blue, cyan, and gold are regularly used as part of handbooks, and it took me about half a minute to realize you weren't calling a lot of these options subpar. :) It would also contrast better with the saddle brown. If you moved the gray up a shade, that would also help the contrast.
    Yeah, the color scheme was mess -- though I don't think it's important to conform to the class guide color schemes in a mere reference guide because I'm not actually recommending anything, so there should be no room for confusion.

    I made all the abilibities plain black, and swtiched feats and spells to dim gray and violent for contrast, and added hyphens before the green ability source list in addition to after it to create more whitespace. In total, more readable, less glaring.

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    AstralFire's Avatar

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    Default Re: Master of Reactions — A Mini-Guide

    Much more legible. Thanks for all your work!

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    UPDATE:
    * added "Attack of Opportunity vs Other Reaction Attacks" section
    * added Sentinel to "Reaction Enhancers" section in addition to "Optional Reaction Triggers" section, since it has three abilities - one of which is a trigger, the other two of which are enhancers

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    Barbarian in the Playground
     
    Daemon

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by odigity View Post
    It also leads to the humerous conclusion that Sentinel's 0-speed clause will not work Sentinel's own reaction attack grant. :)
    Ha! I didn't think of that. Kinda ridiculous.

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    BlueWizardGirl

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    Default Re: Master of Reactions — A Mini-Guide

    This is truly fantastic- thank you so much!

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by Celcey View Post
    This is truly fantastic- thank you so much!
    My pleasure.

    BTW-If anyone else thinks of any Reaction-related topics that are complicated or confusing and worth clarifying in the guide, let me know. Might as well make it a one-stop-shop.

  21. - Top - End - #21
    Halfling in the Playground
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    tongue Re: Master of Reactions — A Mini-Guide

    Sorry, didn't get past the color "violent"...

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by CapnZapp View Post
    Sorry, didn't get past the color "violent"...
    Thanks for catching that. It's now fixed.

    (And I assume you were joking about not getting past that.)

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    Troll in the Playground
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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by CapnZapp View Post
    Sorry, didn't get past the color "violent"...
    Freudian slip. ;)
    If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?

    In real estate, they say it's all about location, location, location. In D&D I say it's about action economy, action economy, action economy.

    Crystal Mage -- a homebrewed arcane tradition

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    Bugbear in the Playground
     
    OldWizardGuy

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    Default Re: Master of Reactions — A Mini-Guide

    This is great. Thanks for taking the time to compile it. One thing I make sure all my characters have now is either a consistent use of the bonus action or a consistent use of the reaction - especially at low levels. One time I played a level 1 with Pole arm master and my damage output was basically doubled. I'm never going back to only one action per round!

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by ThurlRavenscrof View Post
    This is great. Thanks for taking the time to compile it.
    Glad it helped.

    Also, if anyone finds new reaction triggers in new materials, like UA or Xanathar, please add it here so I might eventually notice it. (I'm not consistently around / involved with D&D.)

  26. - Top - End - #26
    Troll in the Playground
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    Default Re: Master of Reactions — A Mini-Guide

    A friend has an EK/paladin with Sentinel and Mage Fighter and he has the Sword of Answering.

    They attack someone else--Sentinel lets him attack them.
    They cast a spell--Mage Fighter lets him attack them.
    They attack and hit him--Sword of Answering lets him attack them.

    The third one is the least likely since his AC is 25 and he can cast both Shield of Faith (27) and Shield. (32)
    If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?

    In real estate, they say it's all about location, location, location. In D&D I say it's about action economy, action economy, action economy.

    Crystal Mage -- a homebrewed arcane tradition

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    Bugbear in the Playground
     
    BlueKnightGuy

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    Default Re: Master of Reactions — A Mini-Guide

    Will you add abilities from Xanathar’s?

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    Bugbear in the Playground
     
    Zombie

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    Default Re: Master of Reactions — A Mini-Guide

    Quote Originally Posted by ImproperJustice View Post
    Will you add abilities from Xanathar’s?
    Working on it.

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    Default Re: Master of Reactions — A Mini-Guide

    nice lookin guide so far

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    Default Re: Master of Reactions — A Mini-Guide

    Arcane Deflection (Wizard: War Magic Tradition)

    Absorb Elements (Spell)
    My 5th Edition D&D Homebrew:
    Don't look for an insult when there is none.


    Quote Originally Posted by Anon von Zilch View Post
    Words actually mean things, people!

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