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Returning 35 results for 'breathe build diffusing complex ranger'.
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Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing
feats
transmutation or a divine blessing. Whatever the origin of this gift, you gain the following benefits.
Amphibious. You can breathe underwater. If you possess the Limited Amphibiousness trait in addition to this
feat, this eliminates your dependence on water.
Athletic Build. You gain proficiency in the Athletics skill.
Natural Swimmer. You have a Swim Speed equal to your Speed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
trained to do.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Acid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
trained to do.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.
Variant: Chromatic Drakes
Each type of
below.
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
, 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
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance. Everything is a complex interaction of forces that
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation, seeking to understand itself
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
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
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants
up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants
up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants
up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
Similar and Diverse
Shifters are similar to humans in height and build but are
hair on nearly every part of their bodies.
The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer
Artificer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area, the Sumber Hills, has become the stronghold where the elemental cults build their bases of power. Chapter 3 begins the adventure in earnest. In this chapter, the characters learn that trouble
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area, the Sumber Hills, has become the stronghold where the elemental cults build their bases of power. Chapter 3 begins the adventure in earnest. In this chapter, the characters learn that trouble
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area, the Sumber Hills, has become the stronghold where the elemental cults build their bases of power. Chapter 3 begins the adventure in earnest. In this chapter, the characters learn that trouble
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2






