Dnd thunder step

An action teleport like Thunder Step (or any kind of movement as a reaction) could be readied to move you you away when an enemy moves into melee range, but. "I ready my action for after the orc starts to attack but before they deal damage (so that the orc wastes their action attacking the air)"

Dnd thunder step. “Activate DCI Number,” and follow Steps 3 to 9. Character Creation To create a character for the D&D Adventurers eague, follow the steps below. All characters begin Steps 1 & 2: Choosing a Race and Class You may use all options presented in the Player’s Handbook with regard to race and class, in order to build and advance your …

When they take damage, they can use their reaction to misty step up to 60 ft. So, you misty step above an enemy. You drop and take 3d6 damage split between you and your target. Misty Escape triggers. Misty step 60 ft. Above the enemy. 6d6 damage. Thats 9d6 with one action and reaction.

Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. A comprehensive list of all official spells for Fifth Edition.Thunder Step Summon lesser demons 4th Level Charm Monster Elemental Bane Shadow of Moil Sickening Radiance Summon Greater Demon 5th Level Danse Macarbe Enervation ... I mean, it's awesome to get a sneak preview, but MAN did DND Beyond fuck up here, majorly. This should NEVER have been able to happen. ReplyEach of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature ...If you think it's cheese to use 2 slots (your only ones) to DD out of trouble.. try playing tier 2 with spell slots and a LOT of DD casts available.We would like to show you a description here but the site won’t allow us.Yes, but be wary. In 5th edition, the language of many teleportation spells and abilities (including misty step) was altered so that teleportation is mostly, if not totally, instantaneous. This bypasses Wall of Force. But, you say, Wall of Force not only blocks physical movement, it also extends to the ethereal plane.

A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as. Prismatic Wall. Spells. strong wind. 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least ...Hoard of the Dragon Queen was the first campaign book to come out for Fifth Edition. As such, it was written with new DMs in mind, as this would be the first premade D&D campaign that anyone DMing for Fifth Edition got to use. The story involves stopping a group called the Cult of the Dragon who want to break the dragon god Tiamat out of Hell.Thunder Step. If you can't be seen, you can't be struck. Level: Active 4 Type: Action (Movement) Prerequisites: Ground Tornado, Wind Step, 4 Active Flow maneuvers. Description: You circle around a single opponent with extremely fast steps, using bursts of speed to land every attack you make during the round in a different spot, or from a different direction, allowing you to flank that opponent ...Lightning Strike (5e Spell) You reach up into the sky and cast down a tremendous bolt of lightning from the heavens upon one particularly unlucky target and any cronies that are standing nearby. Target one creature or location within range. The target must be open to the sky, and cannot be indoors. The target must make a Dexterity saving throw ...The Baldur's Gate 3 best spells will take your DnD character builds to the next level. In fact, it's the powerful spells that make the best Baldur's Gate 3 class and other top picks as strong as they are. While there are well over 200 spells spread across the astounding number of Baldur's Gate 3 classes and subclasses. Luckily, we've narrowed it down to just a few of the best spells ...On a hit, a needle deals 7 (1d8+3) damage of a different type from this list: lightning, fire, cold, acid, psychic, thunder, or necrotic. Step Softly. Magic trap (evocation/illusion) The dwarven inventor of the trap known as step softly believed that adventurers are their own worst enemy, and couldn’t resist using their eagerness against them.Thunder Step. Source: Xanathar's Guide to Everything. 3rd-level conjuration. Casting Time: 1 action. Range: 90 ft. Components: V. Duration: Instantaneous. You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must ... Xanathar’s Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options for your game. Unlock 27 different subclasses, like the Hexblade Warlock and the Swashbuckler in the Character Builder. 52 new spells, 15 unique feats, and 50 magical items and see their details with a click ...

In my opinion the spell does make noise, and some EXTREMELY loud noise, thunder damage is based off of sound after all. However, sound can be directional. A lot of spells that deal thunder damage specify directly in the spell description that the spell can be heard from X feet away, but this one doesn't.The Thunderclap spell has a range of 5 feet and states (emphasis mine):. You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.. The Distant Spell Metamagic states:. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point ...Thunder Step is nice, but Fear is the most powerful 3rd level combat spell in the game and it is far more than just frightened. The mechanics on fear are awesome - enemies drop what they are holding and flee, they draw AOOs when they do, and they can't save again unless they lose sight of you ... and then it is a save. ...Setup: The party Fighter adhered to a Mimic is grappled.The Warlock rushes to the Fighters aid and casts Thunder Step and touches the Fighter. * Bamf * They are teleported away, and the Fighter has broken the Mimic's grapple without having to take action to escape it.Standard Action. Melee weapon. Target: One creature. Attack: Strength vs. Reflex. Hit: 2 [W] + Strength modifier thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of your next turn. Effect: Before the attack, you teleport 5 squares.

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Prior to the creation of Thunder Step, Dimension Door was the go-to spell for short-range teleportation. While Thunder Step is a bit more commonly used these days thanks to the damage it inflicts, Dimension Door remains a better spell for mobility for a couple of reasons. RELATED: Dungeons & Dragons: How To Build A Bladesinger WizardDamage/Effect. Thunder. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.a very handy little spell. While my colleagues were engaged in melee with a half-dozen Twig Blights, my 3rd level female, Light cleric stayed in the back ready to assist as needed when we were ambushed from behind by three, dragon cultists storming out of a building. She was able to Burning Hands the cultists, as the party cleared the path (15' cone), for her to turn around and cast again to ...Thunderstone. This small, sparkling stone emits a bright light and loud bang when shattered. As an action, you can throw this stone up to 20 feet, shattering it on impact. Make a ranged weapon attack with the stone, treating it as an improvised weapon. On a hit, each creature within a 15-foot radius of the target must make a DC 14 Constitution ...

3rd- Counterspell, Dispel Magic, Fly, Thunder Step 4th- Greater Invisibility, Conjure Woodland Beings (DM permission, used mostly for RP and scouting. Would probably have Shadow of Moil otherwise) 5th- Far Step, Synaptic Static It feels bad burning a 5th level slot on most low level non-scaling spells.Thunderous Smite. The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away ...Thunder Breathing (雷 (かみなり) の呼 (こ) 吸 (きゅう) , Kaminari no kokyū?) is one of the five main Breathing Styles directly derived from Sun Breathing. Thunder Breathing is a Breathing Style that mimics lightning, specifically swift strikes and movements akin to lightning ripping through the sky, and replicates it with the user's movements, techniques …You teleport yourself to an unoccupied space you can see within range. Yourself. And, where you end up has to be 1. visible from your current place (willing creatures body/location) AND 2. within 90 ft of your body (not the shared one) as that is the source of the spell. If so does that hurt the person your viewing through.lightning bolt, thunder step, call lightning: 13th Level: 6 ki points: storm sphere: 17th Level: 9 ki points: chain lightning: You can spend additional ki points to increase the level a spell you cast. The Spell's level increases by 1 for each additional ki point spent. You can only spend an additional maximum amount of ki points up to half ...Thunder Step PHB: Amusing, but it takes an Action to cast, the AOE isn’t especially large, and the damage is poor for the spell level. Use Misty Step instead. Tidal Wave EEPC / XGtE: Being knocked prone typically isn’t a problem in 5e because standing costs so little. However, being knocked prone while flying causes you to fall, potentially ...The Monk is the iconic martial-artist, popular among those who prefer to punch things rather than stabbing them or setting them on fire (though stabbing things and setting them on fire is still a possibility for the Monk). Monks are excellent Defenders and Strikers, and typically fill a role in party as a Fighter-equivalent or Rogue-equivalent depending on your subclass and proficiencies ...Step in tubs offer safety features for people with limited mobility. They allow those individuals to retain their independence while providing an enjoyable bathing experience for all.

Storm Step. School conjuration ( teleportation) [electricity]; Level magus 3, sorcerer/wizard 3, witch 3. You are able to harness the power of the storm to transport yourself a short distance, by taking the form of a furious, sizzling bolt of elemental electricity. You must either have line of sight to your destination or you must specify a ...

Summon Fey. You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits ...Amulet of Misty Step is one of the available Amulets in Baldur's Gate 3.In BG3, there are two types of Accessories, Rings or Amulets.Once equipped, these Accessories may give the character certain bonuses, such as new Spells, resistance against certain kinds of damage, bonus AC, an increase to an Ability Score or more.. Rarity: Rare; Value: 65 Gp. Weight: 0.05 Kg.5e/thunder lightning spells. besides booming blade shocking grasp, and chromatic orb are there any spells that do thunder/lightning damage with attack rolls? Call lightning, Lightning bolt, Shatter, Thunderwave, Thunder Step, Storm Sphere, and Chain Lightning are all save spells. 18. 14 comments.You can attack with Thunder Gauntlets from your Echo's position so you can get an attack of opportunity against them when they try to chase after you. You also get action surge, second wind, and the dueling fighting style, all of which are great on an Armorer. Also, two levels of War Wizard is great on any Artificer.Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and. automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels.Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.Positioning: Vortex Warp 5E is a great spell because it involves this crucial element of Dungeons and Dragons combat. With Vortex Warp, you're able to teleport any creature (willing or not) to another location within 90 feet! This can be incredibly helpful to get someone off your back, or get one of your allies on an enemy's back.Gate can summon unwilling creatures from another plane, but nothing where you go and they go too. ClarentPie 4 yr. ago. Teleportation Circle and a big shove. Quantext609 • 4 yr. ago. Spend a turn doing disguise self to look like an ally of one of the enemies. Then go up to the one you want to teleport, grab their hand, and tell them "we need ...

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The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju. Before the Flying Thunder God Technique can be performed, users must first mark a target with their "technique formula" (術式, jutsu-shiki). The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. …Xanathar’s Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options for your game. Unlock 27 different subclasses, like the Hexblade Warlock and the Swashbuckler in the Character Builder. 52 new spells, 15 unique feats, and 50 magical items and see their details with a click ... Not sure if you did it on purpose or not but according to the scale on the map each hexagon has a west-east extent of 10 mi and hence a north-south extent of roughly 11.5 mi and covers an area of roughly 86.6 sq mi. Just to add to this, the hex side is just under 5.8 miles, perimeter just over 34.6 miles.Jan 7, 2018 · DD is fighting with too many other good utility spells. Misty Step lower level makes it the better of the two in my opinion given a look at the bigger picture. When choosing the few valuable spells for a sorcerer, do you replace misty step with dimension door at higher level or simply keep misty step for battlefield... Misty Step is magic, and you pay the price, spend a spell slot and an action. You can clearly get out of a grapple with Misty Step, and shackles seem even simpler things. Once the Bands caught you, they are no different from shackles. So I would let Misty Step get you out of it.As stated earlier, this is based off of the Thunder Step spell. I figure changing the "thunder can be heard from up to 300 feet away" as a side effect to igniting objects is an equal change, but I hoped to trade off being able to take someone with me when I teleport to an increase in damage dice.Thunderstomp, Greater. School evocation [earth]; Level bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3. CASTING. Casting Time 1 standard action Components V, S. EFFECT. Range 60 ft. Area 60-ft. line Duration instantaneous Saving Throw none; Spell Resistance yes. DESCRIPTION. This spell functions as thunderstomp, except as …Thunder; In addition to these 13 damage types in 5e, I have identified two more that aren't officially named: elemental and physical. ... DnD Lounge DnD Lounge is a blog devoted to having fun with DnD's many spells. To read more from DnD Lounge, check out their DnD 5e Spell Guides for useful in-game tips and useless (but interesting) spell ... ….

Having wet skin increases the severity (+damage) of the shock because it reduces the electrical resistance of the skin, and if you are cold it is easier to get frozen and it could cause instant dead o body part breaking (+damage). So yes, more damage is reasonable as it is accuracy as you say. 2.Thunder Jump Prerequisite: 9th level Artificer. Build a quick release for the arcane thundering energy that fills your Thunder Cannon. As an action you can channel it to cast thunder step. This counts as applying your Thundermonger damage. Once you use this ability, you cannot use it again until you complete a short or long rest. GadgetsmithShadow Step. You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot.Logging into your Anthem account is a quick and easy process. With just a few clicks, you can access your personal health information, view your claims and benefits, and more. Here’s a step-by-step guide to help you get started:So what is the target if thunder step? It certainly effects you, but just because it effects you does not mean you are the target as we established. On reading the spell, it seems to identify "an empty space you can see within range" as the spells target. (The ruels on targeting specify that it can be a person, an object or a point of origin).Nov 9, 2021 · And Thunder damage is rarely resisted. But like Arms Of Hadar, as you level up your targets are going to be making their Con saves a LOT more often. 3rd Level - Thunder Step, it's as if Dimension Door and Shatter had a spell baby :) Drop a flashbang and GTFO, and even get one of your buddies out of the melee furball at the same time. Browse and reference your favorite RPG rule sets for systems including D&D, Pathfinder, Call of Cthulhu, and Cyberpunk RED.A lot of folks seem to recommend dimension door but I kind of think that thunder step cast at 5th level might be better. I'm not a fan of completely leaving the fight without your party. I'm not a fan of completely leaving the fight without your party. A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller.Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. Dnd thunder step, May 30, 2023 · Thunder Step has you covered! Thunder Step lets you teleport yourself to any unoccupied space you can see within a distance of 90 feet. A thunderous boom echoes from where you were, dealing 3d10 thunder damage to every poor creature within a 10-foot radius of your former location, as long as they fail a Constitution saving throw. , Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed., Thunderstone. This small, sparkling stone emits a bright light and loud bang when shattered. As an action, you can throw this stone up to 20 feet, shattering it on impact. Make a ranged weapon attack with the stone, treating it as an improvised weapon. On a hit, each creature within a 15-foot radius of the target must make a DC 14 Constitution ..., Prior to the creation of Thunder Step, Dimension Door was the go-to spell for short-range teleportation. While Thunder Step is a bit more commonly used these days thanks to the damage it inflicts, Dimension Door remains a better spell for mobility for a couple of reasons. RELATED: Dungeons & Dragons: How To Build A Bladesinger Wizard, I've SO misunderstood thunderwave! I fist thought it was just a 15 foot cube cantered on you, but I've since found out the the origin point (self) is meant to be next to one of the cubes faces. This makes the spell a lot more versatile, e.g. Hitting the group of scattered enemies in front of you, rather than hoping they gather around you neatly., Thunder Step 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after Immediately after, Conjuration. Attack/Save. None. Damage/Effect. Teleportation. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Spell Tags: Teleportation. Available For: Sorcerer Warlock Wizard Circle of the Land (Coast) Oath of the Ancients Oath of Vengeance Oath of the Open Sea. Basic Rules, pg. 260., The caster teleports after which the thunder damage occurs, which is the second effect. The word disappear was used to make it clear that the caster is no longer in the radius of damage when the thunder occurs, but I think it's an unfortunate choice that creates confusion and that the word teleport could just as easily been used. I also think ..., If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. Does teleportation trigger the secondary damage from booming blade? There seems to be some debate on the internet over it, but I don't see any official answer to this in the Sage Advice Compendium (or unofficially by Jeremy Crawford on Twitter)., Sell me on Dimension Door. I've seen this spell is quite highly rated around in this forum, but I honestly can't think why it would be a good 4th level pick over others (like Greater Invisibility, Polymorph, Wall of Fire). It isn't much of a combat spell, seeing as it's an action and not a bonus action. It's good for running away, sure, but ..., Wizard Spell List. This wizard spell list includes optional spells available from Tasha's Cauldron of Everything. For the wizard spell list without optional spells, see Core Wizard Spell List. Cantrip. 1st Level., Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. Source: Player's Handbook. Tempest Domain Spells. Cleric Level. Spells. 1st. Fog Cloud, Thunderwave. 3rd. Gust of Wind, Shatter., Thunder Step is nice, but Fear is the most powerful 3rd level combat spell in the game and it is far more than just frightened. The mechanics on fear are awesome - enemies drop what they are holding and flee, they draw AOOs when they do, and they can't save again unless they lose sight of you ... and then it is a save. , 雷霆步 [Thunder Step] XGE. 3環 咒法系. 施法時間: 1個動作. 距離: 90英尺. 法術成分: 言語. 持續時間: 立即. 你傳送到施法距離內一處未被占據的可見空間。. 在你消失的瞬間,雷鳴般的爆發聲響起。. 在你離開的空間周圍10英尺內的每個生物必須進行體質豁免檢定 ..., Browse and reference your favorite RPG rule sets for systems including D&D, Pathfinder, Call of Cthulhu, and Cyberpunk RED., Deliver an immersive gaming experience with Beadle & Grimm's premium editions. From the Forgotten Realms to Barovia, immerse yourself and your players with premium editions, artifacts, and accessories produced by the artisans at Beadle & Grimm's. Level up your game with help from our official partners for D&D miniatures and tabletop accessories., Misty step was a conjuration spell that provided the ability to perform short-range teleportation. Misty step could be cast very quickly. The spell briefly surrounded the caster with a silvery mist. The caster then teleported to any location in sight within 30 ft (9.1 m). Some humanoid races were innately capable of casting misty step or a similar effect. In …, When they take damage, they can use their reaction to misty step up to 60 ft. So, you misty step above an enemy. You drop and take 3d6 damage split between you and your target. Misty Escape triggers. Misty step 60 ft. Above the enemy. 6d6 damage. Thats 9d6 with one action and reaction., Ancient Tomb. The Ancient Tomb dungeon can be found on the desert biome. As soon as you enter, push the electric box towards the switch on the top-right. You'll get to a fork where you can go ..., Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away., Thunder Step is a 3rd level conjuration spell, the range of thunder step are 90 feet and it has required only vocal components. The duration of this spell is instantaneous and …, 1. Poutyprincess1970 • 4 mo. ago. If you dont mind rogue not being your only priority way of shadow monk has the shadow step ability at level 6, allowing you to teleport from shadow to shadow as a bonus action and giving you advantage on your next attack. Multi-classing that with assassin rogue makes a nice combo. 1., From Tasha's Cauldron of Everything, pages 118-135. Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. Once inscribed on a creature's body, damage or injury doesn't impair the tattoo's function, even if the tattoo …, Thunder Step. You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one., RAW, Dimension Door (and Thunder Step) is much worse for small-sized characters. This came up in my last session, as I, a halfling warlock, tried to teleport onto a Warforged Colossus (long story) with a party member. It turns out that both spells feature this wording: , Boneyard singles will be on sale from the 31st. March 27, 2021. Posted by DAVID HUNTER. RPG Mini Hunter is Australia's top location to get prepainted and unpainted miniature Singles for Dungeons and Dragons and other table top roleplaying games., D&D Artificer 5e Guide. Published on September 27, 2021, Last modified on September 21st, 2023. In this post, we will be examining the artificer's class features and how you can optimize your artificer through choosing your race, background, ability scores, subclass, feats, and spells. Zack Stella - Wizards of the Coast - Maverick Thopterist., Thunder Step. You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds. and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be ..., Watery Sphere. You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected ..., In this .pdf, we are going to go over Storm King's Thunder and discuss the things you need to know when running the adventure. This guide has a lot of stuff that should make your life easier. At the end, I have included a sample campaign so newer DMs can get an idea of how to put this adventure together. This guide grew out of my blog:, Range: 60 feet. Components: V,S. Duration: Instantaneous. You send a hail of sparks towards your foes. Make two ranged spell attacks against targets within range. On a hit the target takes 1d4 lightning damage. The spell creates more sparks when you reach higher levels: four sparks at 5th level, six sparks at 11th level, and eight sparks at ..., Whether the sources of electricity are Lightning Crystals or batteries, you’ll need to include things powered by electricity and things that emit electric charges to incorporate Lightning Damage into your game. A Lightning Golem, electrically powered suit of armour, or Lightning Elemental will give your players a shock they won’t soon forget., The Tasha's rules say that you fall 500ft per round "instantaneously", so using that I think that pure RAW that would only work if the fall was >500ft after readying the action (so >1000ft total unless it was held before the start of the fall). Technically Misty Step wouldn't work at all, as you can't Ready a bonus action.