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Returning 35 results for 'breathing been diffusing check replaces'.
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Magic Items
Dungeon Master’s Guide
next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, 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.
Placing a
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
, 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)
hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and 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.
Placing a
Monsters
Ghosts of Saltmarsh
Legendary Resistance (2/Day). If the maw of Sekolah fails a saving throw, it can choose to succeed instead.
Water Breathing. The maw of Sekolah can breathe only underwater.Multiattack. The maw of
maw regains spent legendary actions at the start of its turn.
Detect. The maw of Sekolah makes a Wisdom (Perception) check.
Speed of Sekolah. The maw of Sekolah moves up to its speed.
Feed (Costs 2
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
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.
Learn More
Magic Items
Basic Rules (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
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
Magic Items
Tyranny of Dragons
. 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.
Magic Items
Tyranny of Dragons
blindsight out to 30 feet for 5 minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against green dragons.
Legendary Resistance (1/Day). If
you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Monsters
Eberron: Rising from the Last War
flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell
horrid site shaped from the leftover flesh and bones of the daelkyr’s sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell
magic-items
Points, and a Fly Speed of 60 feet. It has Immunity to Poison damage and Psychic damage, and all conditions other than Unconscious;Unconsciousness. If it is forced to make an ability check or a saving
has been set, it approaches the nearest warforged.
If you are reduced to 0 Hit Points while a Final Messenger is attached to you, it immediately detaches and seeks out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to 0 Hit Points.
Monsters
Princes of the Apocalypse
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
(Athletics) check.
Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin’s lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing
Magic Items
Tyranny of Dragons
Draconic. You also have advantage on any Charisma check you make against dragons that share the color of the mask from which these properties were chosen.
Legendary Resistance (5/Day). If you fail a
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Proficiency Dice This optional rule replaces a character’s proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery
. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Proficiency Dice This optional rule replaces a character’s proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery
. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Proficiency Dice This optional rule replaces a character’s proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery
. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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 hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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 hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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 hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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 hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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 hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
, 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->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested






