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Returning 35 results for 'blocks bustling diffusing create rangers'.
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Spells
Player’s Handbook
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Monsters
Planescape: Adventures in the Multiverse
minute or if the dabus’s concentration ends (as if concentrating on a spell).Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns
. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the
Arcane Eye
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet
of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Monsters
Phandelver and Below: The Shattered Obelisk
, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through
the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
Monsters
Phandelver and Below: The Shattered Obelisk
fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through
the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
Monsters
Phandelver and Below: The Shattered Obelisk
have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of
mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates
classes
Xanathar's Guide to Everything
primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who
train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep
classes
Xanathar's Guide to Everything
primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who
train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep
Wall of Thorns
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to
60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature
Arcane Gate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A
that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
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
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
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
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
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
damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of
classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Skald The largest community in Kartakass, Skald presents itself as a bustling hub of commerce and creativity that boasts the best of everything in the land. The lure of overnight celebrity, glowing
and aging celebrities prey on youth and creativity, while critics and struggling performers create a culture of desperate deceptions. Vice, criminality, dark bargains, and supernatural predators flourish in Skald, like a pack of wolves hiding behind glamorous masks.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Skald The largest community in Kartakass, Skald presents itself as a bustling hub of commerce and creativity that boasts the best of everything in the land. The lure of overnight celebrity, glowing
and aging celebrities prey on youth and creativity, while critics and struggling performers create a culture of desperate deceptions. Vice, criminality, dark bargains, and supernatural predators flourish in Skald, like a pack of wolves hiding behind glamorous masks.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Skald The largest community in Kartakass, Skald presents itself as a bustling hub of commerce and creativity that boasts the best of everything in the land. The lure of overnight celebrity, glowing
and aging celebrities prey on youth and creativity, while critics and struggling performers create a culture of desperate deceptions. Vice, criminality, dark bargains, and supernatural predators flourish in Skald, like a pack of wolves hiding behind glamorous masks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Stat Blocks The student NPCs are meant to interact with the characters primarily in roleplaying situations and to help create the flavor of attending a university. They aren’t intended to wade into
combat—or even venture off campus—when the characters embark on adventures. In general, avoid putting these student NPCs in danger with the characters. In situations when you need stat blocks for these
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Stat Blocks The student NPCs are meant to interact with the characters primarily in roleplaying situations and to help create the flavor of attending a university. They aren’t intended to wade into
combat—or even venture off campus—when the characters embark on adventures. In general, avoid putting these student NPCs in danger with the characters. In situations when you need stat blocks for these
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Stat Blocks The student NPCs are meant to interact with the characters primarily in roleplaying situations and to help create the flavor of attending a university. They aren’t intended to wade into
combat—or even venture off campus—when the characters embark on adventures. In general, avoid putting these student NPCs in danger with the characters. In situations when you need stat blocks for these
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Appendix A: Animals This appendix provides stat blocks for animals of the Beast type—along with many of their gigantic or mythologized kin—in alphabetical order. Most represent versions of animals
that exist (or existed) in the real world. You can find descriptions of these creatures in dictionaries or other educational sources, or you might create new roles for them in your D&D worlds. Use these
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Appendix A: Animals This appendix provides stat blocks for animals of the Beast type—along with many of their gigantic or mythologized kin—in alphabetical order. Most represent versions of animals
that exist (or existed) in the real world. You can find descriptions of these creatures in dictionaries or other educational sources, or you might create new roles for them in your D&D worlds. Use these






