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Returning 20 results for 'breathe both diffusing conjurer reality'.
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breath both diffusing conjures readily
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of your selves do, really.
7
It is not my place
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, tapping directly into the Weave to reshape reality or burn it to the ground has an eventual effect on the mind, and your sleep is often haunted by a recurring nightmare whose indelible images you cannot
hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)
5 Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his “dummy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, tapping directly into the Weave to reshape reality or burn it to the ground has an eventual effect on the mind, and your sleep is often haunted by a recurring nightmare whose indelible images you cannot
hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)
5 Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his “dummy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, tapping directly into the Weave to reshape reality or burn it to the ground has an eventual effect on the mind, and your sleep is often haunted by a recurring nightmare whose indelible images you cannot
hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)
5 Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his “dummy
Magic Items
Infernal Machine Rebuild
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you.
49
You can cast the daylight spell three times.
An evil undead creature that comes within 30 feet of you for the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
into alien shapes by the realm’s eldritch forces. The Far Realm’s pernicious influence is often subtle, leaking into the Material Plane through thin places in reality or as invasive thoughts that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Annihilation and Waterdeep: Dungeon of the Mad Mage.
The first group of these magical obelisks was crafted by a secret society of spellcasters called the Weavers. These obelisks could alter reality on
, Iriolarthas, with expressions of respect. Characters who clear the ice from the plaques can learn their names: High Abjurer Taruth, High Conjurer Damorith, High Diviner Apius, High Necromancer Cadavix, High Evoker Zadulus, High Illusionist Ajamar, High Enchanter Ivira, and High Transmuter Metaltra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Annihilation and Waterdeep: Dungeon of the Mad Mage.
The first group of these magical obelisks was crafted by a secret society of spellcasters called the Weavers. These obelisks could alter reality on
, Iriolarthas, with expressions of respect. Characters who clear the ice from the plaques can learn their names: High Abjurer Taruth, High Conjurer Damorith, High Diviner Apius, High Necromancer Cadavix, High Evoker Zadulus, High Illusionist Ajamar, High Enchanter Ivira, and High Transmuter Metaltra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Annihilation and Waterdeep: Dungeon of the Mad Mage.
The first group of these magical obelisks was crafted by a secret society of spellcasters called the Weavers. These obelisks could alter reality on
, Iriolarthas, with expressions of respect. Characters who clear the ice from the plaques can learn their names: High Abjurer Taruth, High Conjurer Damorith, High Diviner Apius, High Necromancer Cadavix, High Evoker Zadulus, High Illusionist Ajamar, High Enchanter Ivira, and High Transmuter Metaltra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In






