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General Tabletop Discussion
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Issues with Legendary Reactions vs Legendary Actions
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<blockquote data-quote="Tazawa" data-source="post: 9450377" data-attributes="member: 11334"><p>Yes except for the previously mentioned Shocking Grasp. From the 2014 PHB:</p><p></p><p>Arms of Hadar</p><p>- On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn.</p><p></p><p>Confusion</p><p>- Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.</p><p></p><p>Shocking Grasp</p><p>- On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.</p><p></p><p>Slow</p><p>- An affected target’s Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t take Reactions.</p><p></p><p>Staggering Smite</p><p>- The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.</p><p></p><p>Tasha's Mind Whip</p><p>- Not in the 2024 PHB</p><p></p><p>There are also other spells that can cause/encourage a target to take a reaction, which would remove one use of their ‘legendary’ reactions.</p><p></p><p>Dissonant Whispers</p><p>- On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. </p><p></p><p>Dominate Beast/Monster/Person</p><p>- You can command the target to take a Reaction but must take your own Reaction to do so.</p><p></p><p>Wall of Stone</p><p>- On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.</p></blockquote><p></p>
[QUOTE="Tazawa, post: 9450377, member: 11334"] Yes except for the previously mentioned Shocking Grasp. From the 2014 PHB: Arms of Hadar - On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. Confusion - Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. Shocking Grasp - On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Slow - An affected target’s Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. Staggering Smite - The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. Tasha's Mind Whip - Not in the 2024 PHB There are also other spells that can cause/encourage a target to take a reaction, which would remove one use of their ‘legendary’ reactions. Dissonant Whispers - On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. Dominate Beast/Monster/Person - You can command the target to take a Reaction but must take your own Reaction to do so. Wall of Stone - On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. [/QUOTE]
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