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Returning 35 results for 'barrier breathe diffusing climbing resolve'.
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barriers breathe diffusing climbing resolve
Spells
Player’s Handbook
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resistance to lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed
below.
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and
Otiluke's Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
for the duration.Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Monsters
Mythic Odysseys of Theros
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the earth around Siabsungkoh to form jagged mountains that blocked the invasion. This exchange of power was not without a cost—Phi traded their life to form the barrier that protects Siabsungkoh
. Phi’s magical power lives on in the mountains and is supposedly the force that gives lau-pop flowers their remarkable glow. To this day, many honor the spirits of Siabsungkoh by tending gardens of lau-pop flowers or climbing Avyrn Mountain to leave offerings to Phi.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the earth around Siabsungkoh to form jagged mountains that blocked the invasion. This exchange of power was not without a cost—Phi traded their life to form the barrier that protects Siabsungkoh
. Phi’s magical power lives on in the mountains and is supposedly the force that gives lau-pop flowers their remarkable glow. To this day, many honor the spirits of Siabsungkoh by tending gardens of lau-pop flowers or climbing Avyrn Mountain to leave offerings to Phi.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the earth around Siabsungkoh to form jagged mountains that blocked the invasion. This exchange of power was not without a cost—Phi traded their life to form the barrier that protects Siabsungkoh
. Phi’s magical power lives on in the mountains and is supposedly the force that gives lau-pop flowers their remarkable glow. To this day, many honor the spirits of Siabsungkoh by tending gardens of lau-pop flowers or climbing Avyrn Mountain to leave offerings to Phi.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventure’s crashed ship: “a large exploration-colonization expedition of human origin.” This adventure
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventure’s crashed ship: “a large exploration-colonization expedition of human origin.” This adventure
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed of 30
Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed of 30
Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventure’s crashed ship: “a large exploration-colonization expedition of human origin.” This adventure
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider






