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Returning 35 results for 'blessing burning diffusing contiguous ranger'.
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Xvart Warlock of Raxivort
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The xvart can take the Disengage action as a bonus action on each of
its turns.
Raxivort's Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue. The xvart can communicate with ordinary bat;bats and rat
Firenewt Warlock of Imix
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat
components and using Charisma as the spellcasting ability (spell save DC 11):
At will: detect magic, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: burning hands
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells Spell Level
Spells
1st
burning hands, command
2nd
blindness
/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells Spell Level
Spells
1st burning hands, command 2nd blindness/deafness
, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when you learn a warlock spell. The following spells are added to the warlock spell list for you. Fiend Expanded Spells Spell Level
Spells
1st
burning hands, command
2nd
blindness
/deafness, scorching ray
3rd
fireball, stinking cloud
4th
fire shield, wall of fire
5th
flame strike, hallow
Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify






