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Returning 35 results for 'before breathing dousing command repeats'.
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before breaking during common repeats
before beating during common repeats
before breathing during command reverts
before breathing during command reveals
before breathing during command repeat
Magic Items
Dungeon Master’s Guide
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Magic Items
Dungeon Master’s Guide
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Monsters
Locathah Rising
spells, requiring no material components:
At will: command, create or destroy water3/day each: control water, darkness, water breathing, water walk1/day each: Evard's black tentacles, lightning
Kraken Priest
Legacy
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Monsters
Volo's Guide to Monsters
":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water
, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentaclesThunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch
Monsters
Locathah Rising
"} to hit with spell attacks). She can innately cast the following spells, requiring no material components:At will: command, create or destroy water3/day each: control water, darkness, water
breathing, water walk1/day each: Evard's black tentacles, lightning boltThunderous Touch. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch"} to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Forgetfulness", "rollDamageType":"psychic"} psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Forgetfulness", "rollDamageType":"psychic"} psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on
spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and
Amnizu
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it
Magic Items
Phandelver and Below: The Shattered Obelisk
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in
Amnizu (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it
Wave
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can
Magic Items
Bigby Presents: Glory of the Giants
action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a
reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be
Monsters
Princes of the Apocalypse
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
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cap of Water Breathing Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create 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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
command, dissonant whispers, faerie fire, water breathing
Ancient 19 command, dissonant whispers, faerie fire, passwall, water breathing
out what that might be rather than acting in haste. (Good)
Deep Dragon Spellcasting Age Spell Save DC Spells Known
Young 14 command, dissonant whispers, faerie fire
Adult 16
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
breathing. From a nearby cliff, a tributary of the River Styx cascades down into the slime.
Dangling from a bent iron crane that leans out over the chasm is an iron cage containing a hairless, green
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
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->Player’s Handbook
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this
order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this
order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mudslick Tower Wondrous Item, Very Rare You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere
rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Wisdom (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control
water, darkness, water breathing, water walk
1/day each: Evard’s black tentacles, lightning bolt.
Actions
Multiattack. Fhenimore can attack once with her bite attack and once with Thunderous Touch
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
and your companions within range if any of you are sleeping naturally when combat begins. Cap of Water Breathing While wearing this cap underwater, you can speak its command word as an action to create
hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard’s black tentacles
Actions
Thunderous Touch






