Reactions
Reactions allow you to act on other characters' turns using saved actions or special abilities.
Using Reactions
You can use reactions if you have:
- Saved Actions: Actions not used on your turn
- Special Abilities: Feats or spells that grant reactions
- Opportunity Attacks: Always available when triggered
Common Reactions
Opportunity Attacks
Trigger: Enemy leaves your melee reach
Effect: Make one weapon attack
Cost: Free (doesn't use saved actions)
Spell Reactions
- Counterspell: Stop enemy spellcasting
- Shield: +5 AC against one attack
- Feather Fall: Prevent fall damage
Feat Reactions
- Parry: Reduce incoming damage
- Sandingo Deflection: Negate projectile damage
- Rageaholic Trigger: Enter rage when hit
Saving Actions
You can save unused actions from your turn to use as reactions:
- Attack: Strike when enemy enters range
- Move: Reposition when threatened
- Cast Spell: Respond to enemy actions
- Use Item: Drink potion when injured
Reaction Timing
Reactions occur immediately when triggered:
- Before: Interrupt the triggering action
- After: Respond to completed action
- Simultaneous: Both effects resolve
Reaction Limits
- One per Turn: Only one reaction per character's turn
- Action Cost: Uses saved actions (except opportunity attacks)
- Range/Requirements: Must meet normal action requirements
Tactical Use
Saving actions for reactions creates interesting tactical decisions. Do you use all actions on your turn for maximum impact, or save some for defensive reactions?
Action Economy
Remember that saved actions are lost at the start of your next turn. Use them or lose them! This prevents players from hoarding actions indefinitely.