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Returning 35 results for 'channels water race'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The firenewt can breathe air and water.
Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision.
Imix’s Blessing. When the firenewt reduces an
, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a
source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.Fire
Equipment
This swift but cramped ship is made mostly of metal. It can’t float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the
off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.
Monsters
Eberron: Rising from the Last War
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
channels positive energy into its Aura of Radiance. Until the end of the councilor’s next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that
Monsters
Storm King's Thunder
weather (cast as 1 action), water breathing
Shipboard Ballista. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shipboard Ballista"} to hit, range 120/480 ft., one
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
Monsters
Storm King's Thunder
), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to enslave dao for a time. It is
communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk’s most frightening
Monsters
Storm King's Thunder
(immolation), earth (live burial), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to
parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
races
Mordenkainen Presents: Monsters of the Multiverse
waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.
Like other elves, sea elves can live to be over 750 years old.
Creating Your
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
races
Mordenkainen Presents: Monsters of the Multiverse
the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while
whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
races
Mordenkainen Presents: Monsters of the Multiverse
power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others
your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
races
Mordenkainen Presents: Monsters of the Multiverse
Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
fins on their calves, and coloration that favors blues and greens.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If
Dwarf
Legacy
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Species
Basic Rules (2014)
trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though
a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “It’s not wise
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Powers of the Mark Each dragonmark grants a set of abilities that reflect the inherent powers of the mark. Your dragonmarked race gives you a set of traits derived from the magic of your mark
. If you are a spellcaster, your dragonmark also fuels or channels some of your spells. Each dragonmark’s description includes a list of dragonmark spells that flow from the magic of the mark. If you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Powers of the Mark Each dragonmark grants a set of abilities that reflect the inherent powers of the mark. Your dragonmarked race gives you a set of traits derived from the magic of your mark. If
you are a spellcaster, your dragonmark also fuels or channels some of your spells. Each dragonmark’s description includes a list of dragonmark spells that flow from the magic of the mark. If you play
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
shipwrecks jutting up from the water. Altar. The lightning rod on the roof (area T8) channels electricity into the altar, which converts that raw elemental power into magical energy. The first
altar recharges when the lightning rod on the roof (see area T8) is struck by three bolts of lightning from a storm and channels that energy down into the altar. Lightning from other sources doesn’t count.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Powers of the Mark Each dragonmark grants a set of abilities that reflect the inherent powers of the mark. Your dragonmarked race gives you a set of traits derived from the magic of your mark
. If you are a spellcaster, your dragonmark also fuels or channels some of your spells. Each dragonmark’s description includes a list of dragonmark spells that flow from the magic of the mark. If you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Powers of the Mark Each dragonmark grants a set of abilities that reflect the inherent powers of the mark. Your dragonmarked race gives you a set of traits derived from the magic of your mark. If
you are a spellcaster, your dragonmark also fuels or channels some of your spells. Each dragonmark’s description includes a list of dragonmark spells that flow from the magic of the mark. If you play
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
themselves. Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
shipwrecks jutting up from the water. Altar. The lightning rod on the roof (area T8) channels electricity into the altar, which converts that raw elemental power into magical energy. The first
altar recharges when the lightning rod on the roof (see area T8) is struck by three bolts of lightning from a storm and channels that energy down into the altar. Lightning from other sources doesn’t count.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
themselves. Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the south wall comes the crash of tidal sea water flowing in and out of a cave.
The tortles built a cistern on the roof that catches rainwater and channels it through the crab sculpture into the pool
hugging a ten-foot-wide stone basin. A trickle of water flows from the crab’s mouth into the basin. Holes in the basin’s rim serve as drains to keep the pool from overflowing. Through a narrow window in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the south wall comes the crash of tidal sea water flowing in and out of a cave.
The tortles built a cistern on the roof that catches rainwater and channels it through the crab sculpture into the pool
hugging a ten-foot-wide stone basin. A trickle of water flows from the crab’s mouth into the basin. Holes in the basin’s rim serve as drains to keep the pool from overflowing. Through a narrow window in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Chapter 1: Fantastical Races Gathering together fantastical races from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in
the Player’s Handbook: Aarakocra
Aasimar
Bugbear
Centaur
Changeling
Deep Gnome
Duergar
Eladrin
Fairy
Firbolg
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Chapter 1: Fantastical Races Gathering together fantastical races from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in
the Player’s Handbook: Aarakocra
Aasimar
Bugbear
Centaur
Changeling
Deep Gnome
Duergar
Eladrin
Fairy
Firbolg
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
Languages any two languages
Challenge 5 (1,800 XP)
Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spikes protruding from his head and shoulders. The monument is an astonishing bit of stonecraft in terms of its sheer size. Rivulets of water pour down from the mountain onto the statue, which channels
the water into a stream that flows out through the canyon. The sound of falling water is quite loud here, and a thick mist drifts over everything. Characters who inspect the statue and succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
Languages any two languages
Challenge 5 (1,800 XP)
Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spikes protruding from his head and shoulders. The monument is an astonishing bit of stonecraft in terms of its sheer size. Rivulets of water pour down from the mountain onto the statue, which channels
the water into a stream that flows out through the canyon. The sound of falling water is quite loud here, and a thick mist drifts over everything. Characters who inspect the statue and succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. This bond lasted for centuries until the channels of water were closed through trickery by agents of Thay. With the pit’s cooling mechanism shut down, Maegera stirred in its slumber, and its dream
pits. Layers of stone catwalks crisscross the chamber, providing not only vantage points but also anchors for pulleys transporting buckets of ore and water throughout the forge. The Great Forge is