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Returning 35 results for 'both blast diffusing creating rangers'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
ft. or range 120 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Force Blast. Each creature in
Blast", "rollDamageType":"force"} force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The
Monsters
Bigby Presents: Glory of the Giants
"}. The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12);{"diceNotation":"8d12
, the scion’s cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the ground
28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet of him
Monsters
Bigby Presents: Glory of the Giants
ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place.
If the cradle is destroyed
Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.
Regional Effects
The region surrounding a
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one of the following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the
or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst
throw or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Blast of Cold","rollDamageType":"cold"} cold damage.
Geryon targets one creature he can see within 60 feet of him. The
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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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
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
enormous flexibility in using the spells they know. Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you&rsquo
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
itself if it deals any damage to one or more of its allies.
Geryon casts the banishment spell.
Regional Effects. The region containing Geryon's lair is warped by his magic, creating one or more of the
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
mission than merely slaying monsters and plundering their treasure. Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place. A relationship
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place. A relationship
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place. A relationship
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
warlocks toward adventure. Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 wilderness. A Ranger’s talents and magic are honed with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 wilderness. A Ranger’s talents and magic are honed with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 wilderness. A Ranger’s talents and magic are honed with
Monsters
The Book of Many Things
provoking opportunity attack;opportunity attacks.
Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack.
Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack
altered by the medusa’s presence, creating one or more of the following effects:
Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast






