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Returning 35 results for 'breathe barriers diffusing channel rely'.
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Classes
Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Chimeric Creation. The rat has gills, iridescent scales, and the ability to breathe air and water.Bite. Melee
Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Ghosts of Saltmarsh
Keen Hearing and Sight. The merfolk scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk scout
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
range of 1,200 feet.Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp.Lightning, ThunderCold
Kuo-toa Monitor
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6
Kuo-toa Whip
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12
Monsters
Tyranny of Dragons
Amphibious. The scrag can breathe air and water.
Keen Smell. The scrag has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The scrag regains 10 hit points at the start of
Monsters
Dragonlance: Shadow of the Dragon Queen
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic
can’t put it to sleep.
Child of the Sea. The scout can breathe air and water.Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4
Kuo-toa Archpriest
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Tyranny of Dragons
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Kuo-toa
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(Perception) checks that rely on sight.Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker
Monsters
Tales from the Yawning Portal
Amphibious. The sea lion can breathe air and water.
Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The sea lion has advantage on an attack
Monsters
Candlekeep Mysteries
fungal servant that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the fungal servant’s next turn.
Channel Negative Energy (Costs
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Candlekeep Mysteries
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Soulknife
Legacy
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Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Channel Divinity (1/rest), Divine Domain Feature
3
3
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3rd
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&mdash
Monsters
Waterdeep: Dungeon of the Mad Mage
-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Sorcerer
Legacy
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Classes
Basic Rules (2014)
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Unexplained Powers Sorcerers are rare in the
Monsters
Waterdeep: Dungeon of the Mad Mage
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
Wasp
Kobold Inventor
Legacy
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Monsters
Volo's Guide to Monsters
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
has leathery wings and a flying speed of 40 feet.11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.16–17: Spider
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Monsters
Princes of the Apocalypse
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.






