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Returning 35 results for 'before breath deals continues remain'.
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before breath deals continue remain
before beneath death continues remain
before breadth death continue remain
before breathe death continue remain
before broach death continues remain
Spells
Player’s Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Magic Items
Dungeon Master’s Guide
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Corroding Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corroding Breath
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Green Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"poison"} poison damage.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 15-foot cone. Each creature in
that area must make a DC 11 Constitution saving throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage on a failed save
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Poison Breath (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 90--foot
cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison
monsters
Draconic Infusion. The damage type that the turret’s Bite, Breath Bolt, and Breath Weapon deals depends on the dragon breath sac with which it was infused: acid (black or copper); cold (silver
":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite"} damage (see Draconic Infusion).
Breath Bolt
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 60-foot cone
. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6);{"diceNotation":"16d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
magic-items
. Once this property is used, it can’t be used again until the next dawn.
When you use this property to split a breath weapon that deals damage, the sword gives off an elemental haze corresponding
This magnificent blade is crafted from the remains of an ancient dragon. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 2d6 damage on a
Meld into Stone
Legacy
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Spells
Basic Rules (2014)
Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use
its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you
Backgrounds
Spelljammer: Adventures in Space
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as