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Returning 35 results for 'breathing before down cantrip rises'.
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Magic Items
Dungeon Master’s Guide
, 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
sinks up to 20 feet if it’s in liquid.
The apparatus rises up to 20 feet if it’s in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Monsters
Eberron: Rising from the Last War
, prismatic spray
8th level (1 slot): incendiary cloud, maze
9th level (1 slot): power word kill, time stopChill Touch (Cantrip). Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit
poisoned.
A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow’s next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is
Backgrounds
Guildmasters’ Guide to Ravnica
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
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
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
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals. Conceptopolis Amulet of the Planes, Apparatus of Kwalish
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
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
prestidigitation cantrip. Have the players roll initiative, and run this as a combat encounter with the “vampire” acting on initiative count 5. On its turn, the mannequin flies over the characters, 10 feet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Eldritch Invocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eldritch Invocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Comprehension 56–58 Pot of Awakening 59–60 Prosthetic Limb 61–64 Rival Coin 65–66 Rope of Mending 67–68 Ruby of the War Mage 69–82 Spell Scroll (cantrip or level 1 spell) 83–84 Staff of
against Detection and Location 02 Baba Yaga’s Dancing Broom 03–05 Bag of Holding 06–07 Bag of Tricks 08 Brooch of Shielding 09 Broom of Flying 10 Cap of Water Breathing 11 Circlet of Blasting 12–13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
(cantrip or level 1 spell) 39–40 Eyes of Minute Seeing 41–42 Eyes of the Eagle 43–44 Gloves of Missile Snaring 45–46 Gloves of Swimming and Climbing 47–48 Gloves of Thievery 49–50 Goggles of Night 51 Hag Eye
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of the
. Grasp of Hadar Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
born of dragon and elf could become a godlike avatar of death. Illmarrow Rises. Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and
): power word kill, time stop
Actions
Chill Touch (Cantrip). Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target can’t regain hit points until the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
) normally lurks several hundred feet down in the pit, but its hunger has steadily drawn it up higher. Its progress is slow because it must acclimate to the decreasing pressure as it rises. It now lurks 40
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you
arrows **
Fly
Glyph of warding
Haste
Intellect fortress *
Protection from energy
Revivify
Tiny servant **
Water breathing (ritual)
Water walk (ritual)
4th Level Arcane eye
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your
food and water
dispel magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells
magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual)
4th Level arcane eye
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, sword-toothed dragon. Niv-Mizzet
Gargantuan dragon, chaotic neutral
Armor Class 22
the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips.
Tail Attack. Niv-Mizzet makes a tail attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transformation — a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the
of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shoulders.” Tiger Tribe Ambush When the characters reach the glacial wall, read: The Reghed Glacier rises hundreds of feet into the sky. The foot of the glacier is still a half-mile away.
Suddenly, nearly
they all act on the same initiative count and that one warrior from each tribe dies each round on that tribe’s turn. Hengar kills an additional Tiger Tribe warrior on each of his turns. Mjenir stays out of melee and uses his produce flame cantrip to hurl fire at enemies.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
disqualified. The consolation prize is a magic wand that allows its holder to cast the dancing lights cantrip once. Once used to cast this spell, the wand turns into a tulip.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lungs and it’s close by. Conversely, a message cantrip or similar magic can be used to get the plesiosaurus’s attention. The creature is curious to hear what the characters have to say: A reptilian
head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
A character who converses with the plesiosaurus and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and can lead the party to each of these towers (areas Y4, Y7, Y11, Y18, Y20, Y22, Y24, and Y26). Y6. Spire Entrance An arching strut of dark stone rises from this ruined district to a junction high up
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, open spaces between them, and enough land that anyone could make a small living if so inclined. Skadaurak The Red Rage of Mintarn dwells in this mountain that rises from the sea north of Mintarn
from that bay, one even going straight up into the ceiling. Sometimes the tribute carriers can hear Hoondarrh’s breathing from one of the caves: great inhalations, exhalations, and deep rumbles of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
monsters. White Plume Mountain is an almost perfectly conical volcanic hill formed from an ancient slow lava leakage. It is about 1,000 yards in diameter at the base, and rises about 800 feet above
breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
the carnival’s mood rises by 1 step (see “Tracking Mood” earlier in the chapter). If Rubin and Ween are not reunited, the mood of the carnival lowers by 1 step as word of Rubin’s disappearance spreads.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
destroys it. When the globe is destroyed or leaves this cave, another one rises up out of the water to take its place. P2. Plunging Passage The current moves swiftly toward a small, rocky island that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Upper Levels and Cellar The belfry tower rises above the main levels of the hermitage, and a secret cellar below the kitchen has become a refuge for the survivors of the undead assault. The following
fortress’s main tower, its stovepipe extending out the arrow slit to the north. The wooden frame and slats of an old bed are pushed up against a spiral staircase that rises to a trapdoor in the ceiling






