Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers breath diffusing code rounded'.
Other Suggestions:
barriers breadth diffusing core rounded
barriers breathe diffusing core rounded
barriers breath diffusing core rounded
barrier break diffusing cube rounded
barrier breathe diffusing core rounded
Monsters
Candlekeep Mysteries
(9d6 + 3);{"diceNotation":"9d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
Spells
Fizban's Treasury of Dragons
until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your
spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature
Backgrounds
Ghosts of Saltmarsh
your character.
D6
HARDSHIP
1
Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have
mood is jovial and optimistic.
D6
IDEAL
1
Teamwork. Success depends on cooperation and communication. (Good)
2
Code. The marines’ code provides a
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
strong code of honor or sense of propriety that others don’t comprehend.
4
I express affection or contempt in ways that are unfamiliar to others.
5
I begin or end my day with small
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
Monsters
Fizban's Treasury of Dragons
"} slashing damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
Monsters
Fizban's Treasury of Dragons
damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the chosen damage type until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee
Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the chosen damage type until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee
Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the chosen damage type until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee
Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and
modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and
modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and
modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
sight, my mood is jovial and optimistic. Marine Ideals d6 Ideal 1 Teamwork. Success depends on cooperation and communication. (Good) 2 Code. The marines’ code provides a solution for every
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
sight, my mood is jovial and optimistic. Marine Ideals d6 Ideal 1 Teamwork. Success depends on cooperation and communication. (Good) 2 Code. The marines’ code provides a solution for every
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
sight, my mood is jovial and optimistic. Marine Ideals d6 Ideal 1 Teamwork. Success depends on cooperation and communication. (Good) 2 Code. The marines’ code provides a solution for every
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in Xanathar’s Guide to Everything
Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
improve a clan’s capabilities. Berronar Truesilver The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan. Berronar’s code establishes the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in Xanathar’s Guide to Everything
Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
improve a clan’s capabilities. Berronar Truesilver The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan. Berronar’s code establishes the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in Xanathar’s Guide to Everything
Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
improve a clan’s capabilities. Berronar Truesilver The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan. Berronar’s code establishes the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and two claw attacks) that deals an average of 37 damage each round, as well as a breath weapon that deals 45 damage, or 90 if it hits two targets (and it probably will). In the first three rounds of
combat, the dragon will probably get to use its breath weapon once and its multiattack routine twice, so its average damage output for the first three rounds would be (90 + 37 + 37) ÷ 3, or 54 damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and two claw attacks) that deals an average of 37 damage each round, as well as a breath weapon that deals 45 damage, or 90 if it hits two targets (and it probably will). In the first three rounds of
combat, the dragon will probably get to use its breath weapon once and its multiattack routine twice, so its average damage output for the first three rounds would be (90 + 37 + 37) ÷ 3, or 54 damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and two claw attacks) that deals an average of 37 damage each round, as well as a breath weapon that deals 45 damage, or 90 if it hits two targets (and it probably will). In the first three rounds of
combat, the dragon will probably get to use its breath weapon once and its multiattack routine twice, so its average damage output for the first three rounds would be (90 + 37 + 37) ÷ 3, or 54 damage
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
chooses to berth the vessel at dock 3. If the characters are traveling aboard the Last Breath and Gargenhale is in command, he chooses to berth the vessel at dock 7. Krux, Gargenhale, Topolah, and
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of






