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Returning 35 results for 'breathe blocking diffusing class revere'.
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Classes
Player’s Handbook
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The firenewt can breathe air and water.
Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision.
Imix’s Blessing. When the firenewt reduces an
):
At will: guidance, light, mage armor, mage hand, prestidigitationFirenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive
Monsters
Van Richten’s Guide to Ravenloft
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
. The swap is also undone if the controlled body takes damage from the carrionette’s Silver Needle.Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and
Magic Items
Tyranny of Dragons
.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of
. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
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.Multiattack. The dragon can use its Frightful
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
Ancient Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Multiattack. The dragon can use its Frightful
are otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Multiattack. The dragon can use its Frightful
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
Magic Items
Tyranny of Dragons
points equal to half the poison damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that
you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Adult Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Multiattack. The dragon can use its Frightful
are otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Eberron: Rising from the Last War
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level
feats
. You gain a +1 bonus to Armor Class.
Metamorphosis. When you use your Shape-Shifter trait, you may choose one of the following options. You gain the benefits of the chosen option until you use your
Shape-Shifter trait again.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Darkvision. You have Darkvision
Imprisonment
Legacy
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Spells
Basic Rules (2014)
if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the
a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end
Monsters
Journeys through the Radiant Citadel
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power
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
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Druid
Legacy
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Classes
Basic Rules (2014)
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Magic Items
Tyranny of Dragons
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
damage to a creature, it can’t take reactions until its next turn.
Water Breathing (Black Dragon Mask;Black or Green Dragon Mask Only). You can breathe underwater.
Winter’s Fury (White
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
; section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
through the area. Firenewt Warlock of Imix Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote
aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewt Warlock of Imix
Medium Elemental, Typically Neutral Evil
Armor Class 10 (13 with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
through the area. Firenewt Warlock of Imix Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote
aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewt Warlock of Imix
Medium Elemental, Typically Neutral Evil
Armor Class 10 (13 with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
through the area. Firenewt Warlock of Imix Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote
aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewt Warlock of Imix
Medium Elemental, Typically Neutral Evil
Armor Class 10 (13 with
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Horse Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 20 ft.
STR
1 (−5)
DEX
12 (+1)
CON
8 (−1)
INT
1 (−5
)
WIS
10 (+0)
CHA
2 (−4)
Senses passive Perception 10
Languages —
Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Horse Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 20 ft.
STR
1 (−5)
DEX
12 (+1)
CON
8 (−1)
INT
1 (−5
)
WIS
10 (+0)
CHA
2 (−4)
Senses passive Perception 10
Languages —
Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Horse Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 0 ft., swim 20 ft.
STR
1 (−5)
DEX
12 (+1)
CON
8 (−1)
INT
1 (−5
)
WIS
10 (+0)
CHA
2 (−4)
Senses passive Perception 10
Languages —
Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Crab Crab
Tiny beast, unaligned
Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.
STR
2 (−4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (−5
)
WIS
8 (−1)
CHA
2 (−4)
Skills Stealth +2
Senses blindsight 30 ft., passive Perception 9
Languages —
Challenge 0 (10 XP)
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Crab Crab
Tiny beast, unaligned
Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.
STR
2 (−4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (−5
)
WIS
8 (−1)
CHA
2 (−4)
Skills Stealth +2
Senses blindsight 30 ft., passive Perception 9
Languages —
Challenge 0 (10 XP)
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Crab Crab
Tiny beast, unaligned
Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.
STR
2 (−4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (−5
)
WIS
8 (−1)
CHA
2 (−4)
Skills Stealth +2
Senses blindsight 30 ft., passive Perception 9
Languages —
Challenge 0 (10 XP)
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.






