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Returning 35 results for 'blood breathe diffusing core rules'.
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Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
(2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Trident", "rollDamageType":"Piercing"} Piercing damage.Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
Classes
Player’s Handbook
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
traits in the Core Druid Traits table.
Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character
Gain the following traits from the Core Druid
Monsters
Heroes of the Borderlands
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Brine Slicer. Melee Attack Roll: +4
lurk in wet places, eager to shed blood and claim plunder.Slippery. The kuo-toa takes the Disengage action.
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Giant Shark
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Bite. Melee Weapon Attack
Quipper
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.Bite. Melee Weapon
Hunter Shark
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Bite. Melee Weapon Attack
Monsters
Waterdeep: Dragon Heist
Blood Frenzy. Obliteros has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. Obliteros can breathe only underwater.Bite. Melee Weapon Attack
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Magic Resistance. The shark has advantage on saving throws against spells and
other magical effects.
Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two bite attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Swarm of Quippers
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the
swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.Bite.. Melee
Sahuagin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
","rollDamageType":"slashing"} slashing damage.Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In
ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.
Achieving
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
":"piercing"} piercing damage if used with two hands to make a melee attack.Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it
Monsters
Locathah Rising
Amphibious. Fhenimore can breathe air and water.
Blood Frenzy. Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Innate Spellcasting
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing damage to itself at
vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but it needs
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The coral smasher can breathe air and water, but
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks
made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water
Monsters
Phandelver and Below: The Shattered Obelisk
hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the
flesh meld’s core. The stench of death surrounds a flesh meld.
When a creature is consumed by a flesh meld, the creature’s mind is merged into the flesh meld’s consciousness. More
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
sold the secrets you uncovered to the highest bidder.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
classes
Eberron: Forge of the Artificer
Core Artificer Traits
Primary Ability
Intelligence
Hit Point Die
D8 per Artificer level
Saving Throw Proficiencies
Constitution and Intelligence
Skill Proficiencies
Choose
magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
Becoming an Artificer...
As a Level 1 Character
Gain all the traits in the Core Artificer Traits






