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Returning 35 results for 'both becomes diffusing cycle ranger'.
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both becomes diffusing circle 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
Planescape: Adventures in the Multiverse
Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after
1d100;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Cycle of Rebirth"} years. The dragon retains all memories and knowledge it gained in its previous life.
Legendary Resistance (5/Day
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
Monsters
Strixhaven: A Curriculum of Chaos
points until the start of Beledros’s next turn.
Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then
decay. Her mastery of this magic sustains her own life force even without the sustenance of food, drink, or even air.
She founded Witherbloom College to pass on her understanding of the natural cycle
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
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
pride. Such a feud can continue over generations in an ongoing cycle of retribution. Each legion has a list of grievances against any others it knows about, and any legions meeting for the first time view
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->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->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
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
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->D&D Beyond Basic Rules
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->D&D Beyond Basic Rules
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->D&D Beyond Basic Rules
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->Xanathar's Guide to Everything
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The Gnawing Plague stalks Richemulot, arriving without warning. It comes with the rats, but it doesn’t leave with them. For weeks or months at a time, life becomes an interminable wait as people peer
is safe again. How the Casques Silencieux know is a mystery, but their judgment always proves correct. And so the cycle goes, from ruin to relief and back again, with de facto ruler Mademoiselle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The Gnawing Plague stalks Richemulot, arriving without warning. It comes with the rats, but it doesn’t leave with them. For weeks or months at a time, life becomes an interminable wait as people peer
is safe again. How the Casques Silencieux know is a mystery, but their judgment always proves correct. And so the cycle goes, from ruin to relief and back again, with de facto ruler Mademoiselle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The Gnawing Plague stalks Richemulot, arriving without warning. It comes with the rats, but it doesn’t leave with them. For weeks or months at a time, life becomes an interminable wait as people peer
is safe again. How the Casques Silencieux know is a mystery, but their judgment always proves correct. And so the cycle goes, from ruin to relief and back again, with de facto ruler Mademoiselle
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
apprentice warforged becomes obsessed with the Lord of Blades’ message, disrupting house operations in the hope of becoming a warrior in the Mournland. 2 A warforged druid devises diseases and poisons that
have no effect on warforged, and starts to unleash them on the general populace. 3 A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland. 4 A warforged assassin
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
apprentice warforged becomes obsessed with the Lord of Blades’ message, disrupting house operations in the hope of becoming a warrior in the Mournland. 2 A warforged druid devises diseases and poisons that
have no effect on warforged, and starts to unleash them on the general populace. 3 A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland. 4 A warforged assassin
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






