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Returning 35 results for 'being breathe diffusing connection revelation'.
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being breath diffusing connection revelation
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high
mountains. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
against teleportation magic. To reach the cave, the characters must first travel to Vecna’s Grasp. Thanks to their supernatural connection to Vecna, the characters can teleport to Vecna’s Grasp from anywhere in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
against teleportation magic. To reach the cave, the characters must first travel to Vecna’s Grasp. Thanks to their supernatural connection to Vecna, the characters can teleport to Vecna’s Grasp from anywhere in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
against teleportation magic. To reach the cave, the characters must first travel to Vecna’s Grasp. Thanks to their supernatural connection to Vecna, the characters can teleport to Vecna’s Grasp from anywhere in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
tentacles, summon aberration (a spell in chapter 3) 9th Rary’s telepathic bond, telekinesis Tiefling Aberrant Mind Telepathic Speech 1st-level Aberrant Mind feature You can form a telepathic connection
telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
tentacles, summon aberration (a spell in chapter 3) 9th Rary’s telepathic bond, telekinesis Tiefling Aberrant Mind Telepathic Speech 1st-level Aberrant Mind feature You can form a telepathic connection
telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
tentacles, summon aberration (a spell in chapter 3) 9th Rary’s telepathic bond, telekinesis Tiefling Aberrant Mind Telepathic Speech 1st-level Aberrant Mind feature You can form a telepathic connection
telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
becomes clear, however, that Lulu has a personal connection to Zariel, dating back to the archdevil’s former angelic existence. After scouring Elturel for survivors and clashing with the denizens of
Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
becomes clear, however, that Lulu has a personal connection to Zariel, dating back to the archdevil’s former angelic existence. After scouring Elturel for survivors and clashing with the denizens of
Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC
.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC
.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC
.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
becomes clear, however, that Lulu has a personal connection to Zariel, dating back to the archdevil’s former angelic existence. After scouring Elturel for survivors and clashing with the denizens of
Bleeding Citadel — a celestial sanctuary trapped in Avernus. The quest for the sword forms the crux of chapter 4, leading to the revelation that Zariel can be redeemed. The characters’ success doesn’t hinge
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Storm Giant Quintessent Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse
60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (15,000 XP)
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes two Lightning Sword
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Storm Giant Quintessent Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse
60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (15,000 XP)
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes two Lightning Sword
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Storm Giant Quintessent Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse
60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (15,000 XP)
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes two Lightning Sword
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
means. Even divine intervention can’t breathe true life into this hateful, miserable horror. An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless
walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
means. Even divine intervention can’t breathe true life into this hateful, miserable horror. An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless
walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
means. Even divine intervention can’t breathe true life into this hateful, miserable horror. An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless
walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, obliterated by the might of the kraken.
Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, obliterated by the might of the kraken.
Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, obliterated by the might of the kraken.
Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aberrant Sorcery Subclass
Level 3: Telepathic Speech You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30
1 mile). To understand each other, you each must mentally use a language the other knows. The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aberrant Sorcery Subclass
Level 3: Telepathic Speech You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30
1 mile). To understand each other, you each must mentally use a language the other knows. The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aberrant Sorcery Subclass
Level 3: Telepathic Speech You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30
1 mile). To understand each other, you each must mentally use a language the other knows. The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn
. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells






