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                        Returning 35 results for 'divine instance are breath'.
                    
                
                        
                            
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                                        divine instinct are breathe
                                    
                                
                                    
                                        divine instances are breathe
                                    
                                
                                    
                                        divine instant are breathe
                                    
                                
                                    
                                        divine instinct are beneath
                                    
                                
                                    
                                        divine instinct are breaks
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
                                                
                                            
                                                
                                                     consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
                                                
                                            
                                                
                                                    ", "rollAction":"Heat Breath", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollDamageType":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"necrotic"} necrotic damage.
Necrotic Breath (Recharge 6
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Necrotic Breath"}. The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Hold Breath. Krull can hold his breath for 1 hour.
Inescapable Destruction. Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Spellcasting. Krull is a 14th-level
                                                
                                            
                                                
                                                     undead, true seeing
7th level (1 slot): divine word, regenerateClaws. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 7
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
                                                
                                            
                                                
                                                     6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     reduces the target’s Charisma to 0, the target dies. Until the breath drinker dies, the dead target can’t be returned to life by any means short of divine intervention. On a successful save
                                                
                                            
                                                
                                                    Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    .
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
                                                
                                            
                                                
                                                     legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Platinum Brilliance (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath
                                                
                                            
                                                
                                                     target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
                                                
                                            
                                                
                                                     (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
                                                
                                            
                                                
                                                    ":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
                                                
                                            
                                                
                                                     death of a creature has unintended consequences. Within seven days of a creature’s death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
                                                
                                            
                                                
                                                     creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "} slashing damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
                                                
                                            
                                                
                                                     creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2
                                                
                                            
                                                
                                                     levels of exhaustion.
20
Dahlver-Nar’s Tooth (dusty human molar)
1 priest
As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect
                                                
                                            
                                                
                                                     undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect
                                                
                                            
                                                
                                                     undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
                                                
                                            
                                                
                                                     their savagery. Green dragons, for instance, sometimes use orcs as sentinels or shock troops. Orcs are sometimes attracted to the service of frost giants or fire giants, who then “reward&rdquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Final Breath A deity’s favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, “May your mind grow dim in battle until the sun sets forever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     perform extraordinary feats that come naturally to them (a beholder’s flight, a vampire’s charming gaze, a dragon’s breath weapon, and so forth). Creatures with the necessary talent and skill can also
                                                
                                            
                                                
                                                     manipulate the Weave to perform magic by casting spells. The Weave isn’t normally visible or detectable, even through the use of spells. Detect magic doesn’t let you perceive the Weave, for instance. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Dragonborn of Sardior Sardior is said to have died in the destruction of the First World. But many believe that Sardior’s divine essence survives within every gem dragon. This philosophy is central
                                                
                                            
                                                
                                                     chapter 3). Sardior’s champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
                                                
                                            
                                                
                                                     tells Arkhan as such. Read or paraphrase the following: A shroud of confusion passes over Arkhan’s face, dissolving his bravado. He mutters to Tiamat under his breath, “Is that wise, my queen?” Then his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     creature against that instance of the damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     tremendous sacrifice—a vast hoard or even the follower’s own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum
                                                
                                            
                                                
                                                     mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm. Aspect of Bahamut
 Gargantuan Dragon (Metallic), Lawful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
                                                
                                            
                                                
                                                     “Divine Magic” below). The work of a priest is to serve one’s deity and that deity’s faithful, a task that doesn’t necessarily require the use of magic. The kind of person attracted to a deity’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure
                                                
                                            
                                                
                                                     instance. Eidolon
 Medium undead, any alignment
 Armor Class 9
 Hit Points 63 (18d8 − 18)
 Speed 0 ft., fly 40 ft. (hover)
   STR
 7(−2)
 
  DEX
 8(−1)
 
  CON
 9(−1)
 
  INT
 14(+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     damage.
 Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
 Slowing Breath
                                                
                                            
                                                
                                                     ft. Hit: 7 (1d10 + 2) Slashing damage.
 Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
                                                
                                            
                                                
                                                    . Sometimes a mystery cult is a type of worship within a pantheon. It acknowledges the myths and rituals of the pantheon, but presents its own myths and rites as primary. For instance, a secretive order of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid
                                                
                                            
                                                
                                                    . Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
 Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     so similar to their afterlife as to allow elves to live in a virtual heaven on earth. Although the performance of the ritual was an act of supreme sacrilege, it didn’t bring divine retribution down
                                                
                                            
                                                
                                                     certain stars, elves of many worlds can get to Evermeet — if they’re lucky. Even from Toril, for instance, one can sail to Evermeet only on a ship captained by an elf who has been there before. And if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     of this adventure that describes that location in detail. For instance, if the players choose to undertake the Iniarv’s Tower Quest, go to the “Iniarv’s Tower” section. Each location includes an
                                                
                                            
                                                
                                                     the sea. Ask for a chance to worship at the shrine to Bahamut so you may receive visions of the threats facing Leilon. Report the threats you divine to the town council to collect a reward of 1,000 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid
                                                
                                            
                                                
                                                     shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
 Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined
                                                
                                            
                                                
                                                     effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
 Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:
 Fire Breath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
                                                
                                            
                                                
                                                     sense, with a successful DC 20 Wisdom (Insight) check, that it’s of divine origin. (The moonlight is a blessing from Selûne, though there’s no way for the characters to confirm this.) Three successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Essence. Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence. Drake’s Breath 11th-Level Drakewarden Feature As an action, you can exhale a 30-foot cone of damaging
                                                
                                            
                                                
                                                     breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire
                                                
                                            
                                                
                                                     god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or
                                                
                                            
                                        






