Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breath blazing diffusing contained removed'.
Other Suggestions:
breathe blazing diffusing confined removed
breath beating diffusing contained remote
breath blowing diffusing contained remote
breathe blazing diffusing contained removed
breathe blazing diffusing container remove
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 17 (2d10 + 6
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Corroding Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corroding Breath
Monsters
Fizban's Treasury of Dragons
dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon
Magic Items
Fizban's Treasury of Dragons
effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a
radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don’t speak a command word, it disappears after 1 minute.
Classes
Fizban's Treasury of Dragons
written in Draconic that contained inspiring new techniques.
6
After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.
Magic Items
Eberron: Rising from the Last War
move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30
this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your
Classes
Fizban's Treasury of Dragons
written in Draconic that contained inspiring new techniques.
6
After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bitter Breath Bitter Breath is a resentful, vindictive warlord that fell prey to the cutthroat politics of Avernus. Formerly a pit fiend named L’zeth, it strove to undermine Zariel while courting Bel
became involved in a plot to overthrow Zariel. The archdevil’s spies learned of the plot. As further punishment, Zariel removed L’zeth’s wings and cursed the horned devil so that it could no longer enter
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bitter Breath Bitter Breath is a resentful, vindictive warlord that fell prey to the cutthroat politics of Avernus. Formerly a pit fiend named L’zeth, it strove to undermine Zariel while courting Bel
became involved in a plot to overthrow Zariel. The archdevil’s spies learned of the plot. As further punishment, Zariel removed L’zeth’s wings and cursed the horned devil so that it could no longer enter
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bitter Breath Bitter Breath is a resentful, vindictive warlord that fell prey to the cutthroat politics of Avernus. Formerly a pit fiend named L’zeth, it strove to undermine Zariel while courting Bel
became involved in a plot to overthrow Zariel. The archdevil’s spies learned of the plot. As further punishment, Zariel removed L’zeth’s wings and cursed the horned devil so that it could no longer enter
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Magic Items
Princes of the Apocalypse
. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon This bottle contains a breath of
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon This bottle contains a breath of
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon This bottle contains a breath of
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire
Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spending the night here, all the characters wake up in the morning with the same tune in their heads, and each one hums it under their breath. They soon discover that the tune has “spread” to the
. Below is an outline of the events in the order that they occur: Event 1: Quarantined. The characters and NPCs are sealed in the Firefly Cellar to keep their contagious curse contained. Event 2: Ebder’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire
Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC






