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Returning 35 results for 'before breathing dancing class remaining'.
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Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Abjurer
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor
ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer
Monsters
Waterdeep: Dragon Heist
attacks). She has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd
points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or
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
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Archdruid
Legacy
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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
reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics:
Armor Class: 20 Hit Points
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Magic Items
Eberron: Rising from the Last War
the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Drow Arachnomancer
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
spells, requiring no material components:
At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is
Apparatus of the Crab
Legacy
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Magic Items
Basic Rules (2014)
up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics:
Armor Class: 20 Hit Points
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Monsters
The Book of Many Things
, class features, or proficiencies.
The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil
throw or after the possession ends.
Spellcasting. Gremorly casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: Dancing Lights, Mage Hand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: dancing lights, mage hand
1/day each: darkness, dispel
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Magic Items
Tyranny of Dragons
.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of
. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Magic Items
Tyranny of Dragons
points equal to half the poison damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that
you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Staff of Power
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Magic Items
Basic Rules (2014)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack
against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have
Summon Beast
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Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Bard
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Classes
Basic Rules (2014)
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
22 4 3 3 3 3 2 1 1 1 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1 Class Features As a bard, you gain the following class features.
Magic Items
Tyranny of Dragons
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
damage to a creature, it can’t take reactions until its next turn.
Water Breathing (Black Dragon Mask;Black or Green Dragon Mask Only). You can breathe underwater.
Winter’s Fury (White
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
Deck of Many Things
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Magic Items
Basic Rules (2014)
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Horse Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 20 ft.
STR
1 (−5)
DEX
12 (+1)
CON
8 (−1)
INT
1 (−5
)
WIS
10 (+0)
CHA
2 (−4)
Senses passive Perception 10
Languages —
Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rows. Resting in six of them are wounded drow (three females and three males), each with 1d12 hit points remaining. They are still clad in armor, and they keep their weapons within arm’s reach
neutral evil. Each has two 1st-level spell slots and no spell slots of higher level remaining. They have these racial traits: They speak Elvish and Undercommon. They have advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sorcerer Spells Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Giant Shark Giant Shark
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
23(+6)
DEX
11(+0)
CON
21(+5
advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, guidance
1/day
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
reveal the lost Axebreaker treasure (he won’t allow the characters to be present for the vault opening). While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reveal the lost Axebreaker treasure (he won’t allow the characters to be present for the vault opening). While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Hunter Shark A fully grown hunter shark is 15 to 20 feet long. Hunter Shark
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
—
Challenge 2 (450 XP)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reef Shark Reef Shark
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1
has advantage on attack rolls against a creature if at least one of the shark’s allies is within 5 feet of the creature and isn’t incapacitated.
Water Breathing. The shark can breathe only
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Armor Class 13 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
2 (−4)
WIS
12 (+1)
CHA
5
, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
23 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
1 (−5)
WIS
10 (+0
any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.






