Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breathe bless diffusing calling realms'.
Other Suggestions:
breath blast diffusing causing realms
breath blessed diffusing causing realms
breath blessed diffusing calling realms
breadth blast diffusing causing realms
breadth blessed diffusing causing realms
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
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Monsters
Acquisitions Incorporated
spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, divine favor, shield of faith
2nd level (3 slots): enhance ability, hold
adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored — actually a creature called the Wandering Crypt — took Auspicia from the
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
with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
Monsters
The Book of Many Things
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an
action again.Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan
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
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
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
fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
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
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
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
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
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
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Forgotten Realms. Harbin Wester, the townmaster of the mining settlement of Phandalin on the Sword Coast, asks the characters to find a unicorn in the nearby Neverwinter Wood. Harbin hopes the unicorn will
unicorn to live in her stables and bless her court in exchange for a lavish lifestyle. The queen suggests a unicorn may live in the forests around Enstad, the capital.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Forgotten Realms. Harbin Wester, the townmaster of the mining settlement of Phandalin on the Sword Coast, asks the characters to find a unicorn in the nearby Neverwinter Wood. Harbin hopes the unicorn will
unicorn to live in her stables and bless her court in exchange for a lavish lifestyle. The queen suggests a unicorn may live in the forests around Enstad, the capital.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Forgotten Realms. Harbin Wester, the townmaster of the mining settlement of Phandalin on the Sword Coast, asks the characters to find a unicorn in the nearby Neverwinter Wood. Harbin hopes the unicorn will
unicorn to live in her stables and bless her court in exchange for a lavish lifestyle. The queen suggests a unicorn may live in the forests around Enstad, the capital.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ventures into the darkness to retrieve the soul of her lost love. Calling on their divine parentage, a group of demigods undertake twelve labors to win the gods’ blessings for other mortals. A mythic-fantasy
— misbegotten offspring of a philandering god. Adventures might lead the heroes through a series of trials to the realms of the gods in search of a gift or favor. Such a campaign can draw on the myths and legends of any culture, not just the familiar Greek tales.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ventures into the darkness to retrieve the soul of her lost love. Calling on their divine parentage, a group of demigods undertake twelve labors to win the gods’ blessings for other mortals. A mythic-fantasy
— misbegotten offspring of a philandering god. Adventures might lead the heroes through a series of trials to the realms of the gods in search of a gift or favor. Such a campaign can draw on the myths and legends of any culture, not just the familiar Greek tales.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or stranger shapes, these beings are messengers of the gods and aides to those gods’ servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and
choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:
1/Day Each: Bless, Lesser Restoration (as an






