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                        Returning 35 results for 'chosen water results'.
                    
                
                        
                            
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                                        chosen water result
                                    
                                
                                    
                                        chosen water rests
                                    
                                
                                    
                                        chosen water resumes
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per
                                                
                                            
                                                
                                                     gallons
Oil
1 quart
Vinegar
2 gallons
Water, fresh
8 gallons
Water, salt
12 gallons
Wine
1 gallon
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
                                                
                                            
                                                
                                                    ); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
 
 
Mod
Save
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
                                                
                                            
                                                
                                                     for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
                                                
                                            
                                                
                                                     Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
                                                
                                            
                                                
                                                     combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within
                                                
                                            
                                                
                                                    ’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.
Food Quality
Difficulty
Poor
No roll required
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2
                                                
                                            
                                                
                                                     reached its maximum, until the next dawn.
Liquid
Max Amount
Beer
4 gallons
Boiling Hot Tea
1 quart
Honey
1 gallon
Mayonnaise
2 gallons
Oil
quart
Vinegar
2 gallons
Water, fresh
8 gallons
Water, salt
12 gallons
Wine
1 gallon
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2
                                                
                                            
                                                
                                                     reached its maximum, until the next dawn.
Liquid
Max Amount
Beer
4 gallons
Honey
1 gallon
Mayonnaise
2 gallons
Oil
quart
Soy Sauce
1 gallon
Vinegar
2 gallons
Water, fresh
8 gallons
Water, salt
12 gallons
Wine
1 gallon
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    .
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
                                                
                                            
                                                
                                                     finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    . To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks
                                                
                                            
                                                
                                                    , and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. The croaker can breathe air and water.
Speak with Frogs and Toads. The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The croaker's
                                                
                                            
                                                
                                                     (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Glaaar-pat (3/Day). The croaker sings a song of marshy doom. Each chosen creature
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
                                                
                                            
                                                
                                                     forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the
                                                
                                            
                                                
                                                     attack roll is rerolled against the chosen creature.Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    : banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
                                                
                                            
                                                
                                                     Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.
Necrotic, PoisonCold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                     components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    ’s temple or tomb is warped in any of the following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical
                                                
                                            
                                                
                                                     drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other
                                                
                                            
                                                
                                                     than Valin have a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Divination Spell Chance"} chance to provide misleading results, as determined by the DM. If a divination spell
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to
                                                
                                            
                                                
                                                     vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    );{"diceNotation":"2d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Yakfolk, known among themselves as Yikaria (“the Lucky Chosen” in their language
                                                
                                            
                                                
                                                    ), 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
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.Yakfolk, known among themselves as Yikaria (“the Lucky Chosen
                                                
                                            
                                                
                                                     (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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
                                                
                                            
                                                
                                                     no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are
                                                
                                            
                                        
                                                    Spectator
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ":"3d10","rollType":"damage","rollAction":"Wounding Ray","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator
                                                
                                            
                                                
                                                     magically creates enough food and water to sustain itself for 24 hours.Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator
                                                
                                            
                                        
                                                    Alchemy Jug
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    .
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2
                                                
                                            
                                                
                                                     reached its maximum, until the next dawn.
Liquid
Max Amount
Acid
8 ounces
Basic poison
1/2 ounce
Beer
4 gallons
Honey
1 gallon
Mayonnaise
2 gallons
Oil
quart
Vinegar
2 gallons
Water, fresh
8 gallons
Water, salt
12 gallons
Wine
1 gallon
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
                                                
                                            
                                                
                                                     within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll
                                                
                                            
                                        
                                                    Summon Beast
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it
                                                
                                            
                                                
                                                     armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR
18 
                                                
                                            
                                        
                                                    Summon Elemental
                                                    
    
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                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0
                                                
                                            
                                                
                                                    )
Hit Points 50 + 10 for each spell level above 4th
Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR
18 (+4)
DEX
15 (+2
                                                
                                            
                                        
                                                    Mummy Lord
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Regional Effects
A mummy lord’s temple or tomb is warped in any of the following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought
                                                
                                            
                                                
                                                     ;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
                                                
                                            
                                        
                                                    Genasi
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier
                                                
                                            
                                                
                                                    , elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
                                                
                                            
                                                
                                                    
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning, 
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people
                                                
                                            
                                                
                                                     only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as
                                                
                                            
                                        






