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Returning 35 results for 'break bad diffusing current receives'.
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breath bad diffusing currents receive
breath bad diffusing currents reserves
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bear bad diffusing currents reserves
breath bad diffusing current received
Monsters
Thieves’ Gallery
Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
.
Daggersword Flourish. Choose the option that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Xenk magically detaches the longsword’s blade from its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
Skill Proficiencies: Sleight of
I eat like a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at
Monsters
Fizban's Treasury of Dragons
Chromatic Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic
for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the
Hit Points
Legacy
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Rules
fragile.
A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or
receives healing.
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
Monsters
Icewind Dale: Rime of the Frostmaiden
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Backgrounds
Baldur’s Gate: Descent into Avernus
.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate
a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at or hiding
Magic Items
Baldur’s Gate: Descent into Avernus
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
more fragile. A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
more fragile. A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
more fragile. A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes
damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a wave into a greater threat. Each new wave arrives approximately 30 minutes after the previous wave. In any area where the undead break through a door, the characters must reinforce that door again
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault






