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                        Returning 35 results for 'dawn instantly are breathe'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
                                                
                                            
                                                
                                                     regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
                                                
                                            
                                                
                                                    . You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
                                                
                                            
                                                
                                                     unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
                                                
                                            
                                                
                                                     regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
                                                
                                            
                                                
                                                     or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
                                                
                                            
                                                
                                                     at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed
                                                
                                            
                                                
                                                     save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic.
Outside an antimagic field or any other effect that suppresses
                                                
                                            
                                                
                                                     magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
                                                
                                            
                                                
                                                     wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
                                                
                                            
                                                
                                                     restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
                                                
                                            
                                                
                                                     dawn, when the coven regains all of its shared spells.
Swallow. Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental
                                                
                                            
                                                
                                                     example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
                                                
                                            
                                                
                                                     its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    ;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
                                                
                                            
                                                
                                                     pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
                                                
                                            
                                        
                                                    Demonomicon of Iggwilv
                                                    
    
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                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following
                                                
                                            
                                                
                                                     depravities. Once used, this action can’t be used again until the next dawn.
When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the
                                                
                                            
                                        
                                                    Divine Word
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a
                                                
                                            
                                                
                                                     minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
                                                
                                            
                                        
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
                                                
                                            
                                                
                                                     and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
You can breathe underwater and have a swimming speed
                                                
                                            
                                        
                                                    Staff of Power
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2
                                                
                                            
                                                
                                                     a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the
                                                
                                            
                                        
                                                    Ring of Elemental Command
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
                                                
                                            
                                                
                                                     access to the following additional properties:
You can breathe underwater and have a swimming speed equal to your walking speed.
You can cast the following spells from the ring, expending the
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
                                                
                                            
                                                
                                                     until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again
                                                
                                            
                                        
                                                    Staff of the Magi
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While
                                                
                                            
                                                
                                                     explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
                                                
                                            
                                        
                                                    Wand of Wonder
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
                                                
                                            
                                                
                                                     DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     chromatic.
 Breathe, dragons—draw in the life-gift 
 breathed into you at the dawn of creation.
 Breathe, dragons; sing of the outsiders,
 war-bringer gods with their mortal adherents; 
 Teeming, they
                                                
                                            
                                                
                                                    Elegy for the First World    Breathe, dragons; sing of the First World,
 forged out of chaos and painted with beauty.
 Sing of Bahamut, the Platinum,
 molding the shape of the mountains and rivers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Divine Word 7th-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of
                                                
                                            
                                                
                                                     or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Divine Word 7th-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of
                                                
                                            
                                                
                                                     or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can’t be suppressed by magic. Outside an
                                                
                                            
                                                
                                                     antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     air, then closes its mouth and doesn’t activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that
                                                
                                            
                                                
                                                     environment. Aquatic Command. Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     and attack whoever has the ewer. Treasure Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer’s handle can
                                                
                                            
                                                
                                                     command the ewer to fill with 1 gallon of wine, and it can’t produce more wine until the next dawn. Many unscrupulous Barovians and Vistani would kill to obtain this ewer. Others would gladly pay for it or accept it as a gift.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    : acid, cold, fire, lightning, or poison. While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that
                                                
                                            
                                                
                                                     area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the wand is attuned to Orcus. Protection. You gain a +3 bonus to Armor Class while holding the wand. Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding
                                                
                                            
                                                
                                                     within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     not the shadow is snipped, this property of the scissors can’t be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause
                                                
                                            
                                                
                                                     subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5  Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
                                                
                                            
                                                
                                                     originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Chapter 2: Icewind Dale Katabatic winds sweep down from the Reghed Glacier, ceaselessly battering anything that dares to grow or breathe in Icewind Dale. Without fail, these winds find their way
                                                
                                            
                                                
                                                     the Frostmaiden’s magic, offers no respite from winter’s fury. The days are twilit, the nights dark. As Auril casts her nightly spell, a curtain of light weaves across the starry sky to keep the dawn at
                                                
                                            
                                        






