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Returning 35 results for 'blocking breaks diffusing cold ranger'.
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Monsters
Waterdeep: Dragon Heist
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, sending
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Elemental Gem
. Kaevja carries a elemental gem (yellow diamond);yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies.Dagger. Melee or
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Create Ice Mephit (3/Day). Auril breaks off an
Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
, 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
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than
Monsters
Guildmasters’ Guide to Ravnica
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
it with you.”
Flaw: “Everyone has a price.”
Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Energy Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration
, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozenfar Expeditions Adventuring outfitter Run by a seasoned ranger named Atenas Swift (neutral good human scout), this shop sells adventuring gear. Attached to the shop is a locked wooden shed
feel the cold in his joints and ventures out less frequently than he once did. Nowadays, he prefers to stay indoors while offering Jarthra’s services as a wilderness guide.
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
a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
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
a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozenfar Expeditions Adventuring outfitter Run by a seasoned ranger named Atenas Swift (neutral good human scout), this shop sells adventuring gear. Attached to the shop is a locked wooden shed
feel the cold in his joints and ventures out less frequently than he once did. Nowadays, he prefers to stay indoors while offering Jarthra’s services as a wilderness guide.
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
a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozenfar Expeditions Adventuring outfitter Run by a seasoned ranger named Atenas Swift (neutral good human scout), this shop sells adventuring gear. Attached to the shop is a locked wooden shed
feel the cold in his joints and ventures out less frequently than he once did. Nowadays, he prefers to stay indoors while offering Jarthra’s services as a wilderness guide.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger 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
off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
settlement and giving it the name “Rockblight.” ROCKBLIGHT: GENERAL FEATURES
Unlike the reclaimed parts of Blingdenstone, Rockblight is barren, cold, and hostile.
Light. All parts of Rockblight






