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Returning 35 results for 'breathe burning diffusing chasing reason'.
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Classes
Player’s Handbook
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Magic Items
Dungeon Master’s Guide
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
charges), Stoneskin (3 charges), Wall of Stone (3 charges)
Ring of Elemental Command (Fire);Fire
Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges
Monsters
Icewind Dale: Rime of the Frostmaiden
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Light Domain
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Cleric Level
Spells
1st
burning hands, faerie fire
3rd
flaming sphere, scorching ray
5th
daylight, fireball
7th
guardian of faith, wall of fire
9th
flame strike, scrying
Firenewt Warlock of Imix
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The firenewt can breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring
, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0
Magic Items
Tyranny of Dragons
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Lingering Shock (Blue Dragon Mask Only). If you deal lightning
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
ring, you gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending the necessary number of charges: burning
access to the following additional properties:
You can breathe underwater and have a swimming speed equal to your walking speed.
You can cast the following spells from the ring, expending the
magic-items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dead. They spend the night here, then disperse and return to the waking city at dawn — for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
choose the entries that speak to you or randomly pull cards from The Deck of Many Things card set. One of the most important steps of a warrior’s journey is discovering the reason why you fight. Glory
and fame are good motives, but they’re often hiding something deeper—perhaps a longing to be accepted, or a burning desire to prove your naysayers wrong.
Me? I fight to protect others and to kindle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Burning Hills Use this event only if the fire node is still active. The characters find themselves — and perhaps a settlement they care about — in the path of three fire elementals and five smoke
fire and needs to breathe, it must also succeed on a DC 10 Constitution saving throw or be incapacitated from smoke inhalation until the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed. Conceptopolis Axe of the Dwarvish Lords,
+1 Armor (Plate Armor)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell
charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges) Fire Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges) Water Create or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell
charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges) Fire Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges) Water Create or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water
, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water
, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skeleton embedded in the opposite wall holds an iron sconce with a burning red candle in it.
The skeleton is all that remains of a dead Omuan engineer. As long as the candle remains in this cell, it
sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
moral qualms. She pursued medicine solely to satiate her burning intellectual curiosity, never to aid her patients. She perceived magic as stealing the powers of otherworldly beings and cheating the
more than create life—she could defeat death! She wished to breathe sentience into dead flesh and produce sturdier shells than the bodies of fragile, temporary mortals. She added corpse theft to her
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting
Compendium
- Sources->Dungeons & Dragons->Monster Manual
were in the illusion’s space. If the aboleth dies or moves its lair elsewhere, these effects end immediately. “The lies we call reason are fragile things, vulnerable and raw on the shores of eons. But
Speech; telepathy 120 ft.
CR 10 (XP 5,900, or 7,200 in lair; PB +4)
Traits
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
abound, and the cultists keep a fire burning in the hearth. Standing outside the door to the speaker’s office (area C9) is a sadistic little klutz (human cultist) named Thoob, whose job is to serve at
affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn’t want to give her any reason to do so
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
bottom of the steps is slightly cloudy.
The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
holes in the walls. Dumping the kettle into the fire reduces damage to 7 (2d6) poison damage on a failed save, or half as much damage on a successful save. Smoke from burning drakeswort is less
returns to his body, emerges from the stone, drops the wall of stone (because he can’t breathe the poison either), and attacks. If characters attack the dao before his trap is sprung, he fights back
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
holes in the walls. Dumping the kettle into the fire reduces damage to 7 (2d6) poison damage on a failed save, or half damage on a successful save. Smoke from burning drakeswort is less dangerous than
to his body, emerges from the stone, drops the wall of stone (because he can’t breathe the poison either), and attacks. If characters attack the dao before his trap is sprung, he fights back, making
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from
long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
feet, and you can breathe underwater. Oceanic Soul 6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their
, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws
to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wonderful traveling companion. Green Imsa (Female Human Traveler). The reason behind Imsa’s name is obvious: she is green from head to foot. Her skin, hair, eyes, nails, teeth — everything about her is
silent as the grave, staring sullenly at the road ahead, barely moving on the seat of his wagon, seeming hardly to breathe. No one knows what he transports in his wagon, but it is guarded by a brooding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
paint or carvings once adorned the sign have been all but worn away. Inside, the place shows the same lack of care. It’s dirty, ill kept, and in need of a thorough cleaning. Or burning. The place is
of Maza are those who question the nature of Alger’s death — including a few malcontents who whisper that perhaps the young smith had a compelling reason to kill her master. Whether these rumors hold






