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Returning 35 results for 'bards breathing diffusing confined remain'.
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Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
people—as long as they remain unaware of my true nature.
Deep Dragon Ideals d6 Ideal
1 Understanding. True power comes from the ability to discern other creatures’ motivations better
command, dissonant whispers, faerie fire, water breathing
Ancient 19 command, dissonant whispers, faerie fire, passwall, water breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
malison), 4 yuan-ti broodguards, 3 swarms of poisonous snakes The yuan-ti remain here, pulling reinforcements from area 2. The swarms are confined to the pits. 2 Soakosh (yuan-ti pureblood), 4 yuan-ti
(yuan-ti pureblood), 5 zombies The yuan-ti and zombies remain here. 15 swarm of poisonous snakes The swarms are confined to the pit. 16 2 yuan-ti malisons (type 2), 4 yuan-ti purebloods If the gong in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. While many celebrated the end of the war, others remain unsatisfied with its
outcome. No one won the war, and deep scars remain. War-torn villages and towns are still rebuilding. Once fertile farmlands are scorched and ruined. There are refugees in every major city. And even
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
to it. The dragon is small enough that it can squeeze through doorways and passageways, but it needs an incentive to enter the fortress because it dislikes confined spaces. Like most white dragons
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Baldur’s Gate, he crawled out of the River Styx as a lemure. In accordance with the terms of their contract, Zariel promoted him to an amnizu, then confined him in her fortress (see “Poor Devil: Thavius
remain bound to Zariel by the Creed Resolute. Killing Thavius. Characters hoping for a climactic battle against a worthy adversary won’t find one by fighting Thavius Kreeg. Despite the power he now
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
an addictive drug on visitors: the longer they remain, the more likely they will never want to leave. Anyone who stays more than a month might need to be dragged back to their home plane by well
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
region, haunted and cursed. Dark secrets and great treasures remain in the vast war labyrinths of Ohr Kaluun, but fiends, wards, and far deadlier threats linger in this fallen kingdom.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblins and built their cities on the foundations of Dhakaani ruins. Galifar ended the practice of slavery, and these goblins are technically citizens of the Five Nations, but most remain as an
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bestow effects more relevant to this adventure, as follows: Donjon. You are instantly teleported to and confined within either the Tomb of Horrors (in area 7) or the Temple of Moloch (in area 10) as the DM
remain violently opposed to any servants of the opposing agent. You control this character. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
surround the foothills of the Barrier Peaks. A dryad queen once ruled there, and her grave is now hidden among the trees. Beware, for those trees remain guarded by sprites that still honor her. 31–45 Aye






