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Returning 35 results for 'becomes building diffusing clusters 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
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
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
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
water and cultivate the fish that are their preferred food.
Amethyst dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes
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
Triton
Legacy
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
. Choose a guild and refer to its description in chapter 2 for suggestions on building the party around it. 2 Classic Party. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
. Choose a guild and refer to its description in chapter 2 for suggestions on building the party around it. 2 Classic Party. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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. Other
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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. Other
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->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
. Choose a guild and refer to its description in chapter 2 for suggestions on building the party around it. 2 Classic Party. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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. Other
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






