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Returning 35 results for 'behalf barriers diffusing commune ranger'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
, slow, suggestion, zone of truth
Adult 21 bless, commune, cure wounds, geas,* slow, suggestion, zone of truth
Ancient 24 bless, commune,* cure wounds, geas,* plane shift (+16 to hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
, slow, suggestion, zone of truth
Adult 21 bless, commune, cure wounds, geas,* slow, suggestion, zone of truth
Ancient 24 bless, commune,* cure wounds, geas,* plane shift (+16 to hit
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
, slow, suggestion, zone of truth
Adult 21 bless, commune, cure wounds, geas,* slow, suggestion, zone of truth
Ancient 24 bless, commune,* cure wounds, geas,* plane shift (+16 to hit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank






