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Returning 35 results for 'becomes bat diffusing content ranger'.
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Monsters
Storm King's Thunder
instructed her husbands to bring her all the food they can carry. Her plan is to consume all that is brought before her and grow to immense size. When she becomes the largest giant in the world, Guh believes
content with the amount of food hoarded thus far, Guh's mates move to attack nearby settlements and plunder their fields and storehouses.
Conjure Fey
Legacy
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Spells
Basic Rules (2014)
defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes
.
Sample Creatures
CR
Creature Name
0
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat
Monsters
Mordenkainen's Fiendish Folio Volume 1
quickly become a brawl.
Heralds of Frustration. Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That
threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
Fey Influence. When mites are about, creatures become
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, which the creature uses to snag prey.
A cave fisher usually hunts small animals and is particularly fond of bat;bats, so it stretches a filament over an opening that such prey might travel through. It
), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in Motherhorn if it means her sibling is safe from the hag’s wickedness.
Alignment
Ranger
Legacy
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Classes
Basic Rules (2014)
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
monsters
originating from the quori. Failure: The target becomes enraged. While enraged, the target has Advantage on all melee attack rolls, and all attack rolls made against the target have Advantage.
Magic
. Abilities such as the Pass Without Trace spell or the Ranger’s Nature’s Veil feature do not impede the quori’s ability to track its target. The quori remains alert to danger even when it is
Aasimar
Legacy
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Species
Volo's Guide to Monsters
aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.
Evil aasimar make
deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.
Even aasimar wholly dedicated to good sometimes feel torn
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.
Many of the cultists
Orcus
Legacy
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Monsters
Out of the Abyss
. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in
effects:
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
The air becomes filled with the
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Monsters
Fizban's Treasury of Dragons
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
never so content as when contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when contemplating the beauty and wonders of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Monsters
Fizban's Treasury of Dragons
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Monsters
Fizban's Treasury of Dragons
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
I am never so content as when contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel






