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Returning 35 results for 'both breath diffusing chapter receive'.
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Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within
the previous 30 days.
Borrow Object. You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, “Equipment
Monsters
Mythic Odysseys of Theros
often find dramatic ways to make their thoughts known.
Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Fizban's Treasury of Dragons
strength and a devastating breath weapon. Champions of Tiamat are sometimes associated with the Cult of the Dragon (described in chapter 3).
Dragonborn Champions
The connection between dragonborn
", "rollDamageType":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"necrotic"} necrotic damage.
Necrotic Breath (Recharge 6
Monsters
Fizban's Treasury of Dragons
":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
", "rollAction":"Heat Breath", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Species
Fizban's Treasury of Dragons
and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Magic Items
Mythic Odysseys of Theros
worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
See “Artifacts” in chapter 7 of the Dungeon Master’s
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Monsters
Bigby Presents: Glory of the Giants
.
Erupting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Breath"}. The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must
make a DC 24 Dexterity saving throw. On a failed save, a creature takes 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Erupting Breath", "rollDamageType":"fire"} fire damage
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
", "rollType":"damage", "rollAction":"Freezing Breath", "rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as
Monsters
Fizban's Treasury of Dragons
+ 3);{"diceNotation":"1d12+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Steam Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
magic-items
Forgotten Realms: Adventures in Faerûn
it, the orb shrinks to the size of a grape.
Properties of the Orb. While attuned to the orb, you gain the following benefits:
Dragon’s Breath. You can take a Magic action to exhale a 15-foot
":"Dragon's Breath"} damage of the chosen type on a failed save or half as much damage on a successful one.
Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the
Monsters
Quests from the Infinite Staircase
.
Zephyr Step. In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attack;opportunity attacks.Nafas is the breath of the multiverse, an
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Monsters
Fizban's Treasury of Dragons
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Steam Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
Monsters
Eberron: Rising from the Last War
character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Dyrrn
d6
Flaw (lasts until cured)
1
“There&rsquo
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Backgrounds
Ghosts of Saltmarsh
the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally
your character.
D6
HARDSHIP
1
Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Breath
Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90
Monsters
Fizban's Treasury of Dragons
.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
Backgrounds
Guildmasters’ Guide to Ravnica
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
plants of all kinds, and am loath to harm them.
3
A healer nursed me to recovery from a mortal illness.
4
I’ll sing the invitation of Mat’Selesnya with my dying breath.
5
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Backgrounds
Guildmasters’ Guide to Ravnica
chapter for your secondary guild
Feature: False Identity
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You
met my guild contact, but I receive telepathic messages, usually in my dreams.
5
I’ve never met my guild contact, but I get coded messages from a pattern of street lights and graffiti
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are
breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 8: Audience in Gauntlgrym After their escape from the Underdark in chapter 7, the adventurers have time to rest, recuperate, and reorient themselves back in the surface world from which they
were taken. Some three months after their return, they receive a summons to the dwarf kingdom of Gauntlgrym in the North. King Bruenor Battlehammer desires an audience with them regarding their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 1 Summary Chapter 1 takes place in Neverwinter, a city on the Sword Coast on the world of Toril. The characters are investigating the disappearance of high-ranking nobles in Neverwinter when
they stumble upon a cult of Vecna. The characters stop the cult from performing a ritual to steal a kidnap victim’s secrets. In so doing, they are shunted to Evernight, a gloomy version of Neverwinter in the Shadowfell, and receive Vecna’s Link, which ties their fate to that of the lich-god.






