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Returning 35 results for 'breathe both dagger class remains'.
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Classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
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
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
, and attacks you.
91–95
A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Backgrounds
Astarion's Book of Hungers
Ability Scores: Dexterity, Intelligence, CharismaFeat: Tireless RevelerSkill Proficiencies: Deception and PersuasionTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A or B: (A) Dagger
, whether over a high-stakes game or at a high-class soiree. You might have been thrown out of an establishment or ten, but only by people who don’t know how to party.
Magic Items
Stranger Things: Welcome to the Hellfire Club
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using
Monsters
Baldur’s Gate: Descent into Avernus
spell save DC or fall unconscious for 1 minute.
False Appearance. While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger.Dagger. Melee Weapon Attack: +3
Antimagic Susceptibility. The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's
Monsters
Spelljammer: Adventures in Space
":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage plus 4 (1d8
);{"diceNotation":"1d8","rollType":"damage","rollAction":"Dagger (bonus psychic)","rollDamageType":"psychic"} psychic damage.
Psychic Crush. The psurlon targets one creature it can see within 120 feet of
Dagger of Venom
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack
using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Monsters
Princes of the Apocalypse
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit
): disguise self, mage armor, magic missile
2nd level (3 slots): hold person, misty step
3rd level (2 slots): tidal wave*Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
Monsters
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
Monsters
Locathah Rising
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit
slots): lightning bolt, tidal wave
4th level (1 slot): watery sphereDagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.Lolth’s
only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.Spectral Dagger (Recharges
Monsters
Princes of the Apocalypse
fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison
DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
The Wild Beyond the Witchlight
Special Equipment. Elkhorn wields a Longsword, +1;+1 longsword.Multiattack. Elkhorn makes two Dagger or +1 Longsword attacks.
Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
Grung
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Grung Wildling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
Warlock of the Archfey
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleepDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Misty Escape
Equipment
provoking creature if they are within reach. The shield remains extended until the start of your next turn.
As a free interaction with an object on your turn, you can either extend or retract the shield. While the shield is extended, it occupies your hand and confers a +2 bonus to your Armor Class.
to your Armor Class equal to your Proficiency Bonus against that attack. If this changes the attack from a hit into a miss, you may make one melee attack with a weapon or an Unarmed Strike against the
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Spectral Dagger (Recharges after a Short or Long Rest). The drow
conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spectral Dagger"} to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Summon Demon. Once per day
Monsters
Tales from the Yawning Portal
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
Shell. Kalka-Kylla
Cloaker
Legacy
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Monsters
Basic Rules (2014)
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
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
Storm King's Thunder
Amphibious. The crab can breathe air and water.
Shell Camouflage. While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a
Slithering Tracker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
takes only half the damage dealt to it, and the creature it is grappling takes the other half.
False Appearance. While the slithering tracker remains motionless, it is indistinguishable from a puddle
a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a
the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Candlekeep Mysteries
Multiattack. Quill makes two attacks with his dagger and uses Supreme Mockery.
Dagger. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Dagger"} to hit
, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Quill’s Fable
Monsters
The Book of Many Things
’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the drone remains motionless, it is indistinguishable from a normal suit of armor.Multiattack. The drone makes two melee
must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe






