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Returning 35 results for 'breathing barriers diffusing closed returner'.
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Magic Items
Dungeon Master’s Guide
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
centermost astrolabe has been corrupted as described in the “Is That Astrolabe Breathing?” section. If any character examines this central astrolabe for 1 round or more, skip directly to that section
leads in and out of the collections. It’s unlocked during the day while the Biblioplex is open. At night, the door is closed, locked, and further sealed with an arcane lock spell. A character using
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
centermost astrolabe has been corrupted as described in the “Is That Astrolabe Breathing?” section. If any character examines this central astrolabe for 1 round or more, skip directly to that section
leads in and out of the collections. It’s unlocked during the day while the Biblioplex is open. At night, the door is closed, locked, and further sealed with an arcane lock spell. A character using
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
centermost astrolabe has been corrupted as described in the “Is That Astrolabe Breathing?” section. If any character examines this central astrolabe for 1 round or more, skip directly to that section
leads in and out of the collections. It’s unlocked during the day while the Biblioplex is open. At night, the door is closed, locked, and further sealed with an arcane lock spell. A character using
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways. The dust that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways. The dust that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways. The dust that






