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Returning 35 results for 'brooch breathing diffusing changes ranger'.
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Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
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
Magic Items
The Book of Many Things
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile
can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
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
Spelljammer: Adventures in Space
magical display is a cloud of twinkling, glittering motes that changes color randomly and repels attacks.
Gifted with audacious hearts, reigar emerged from the Ysgardian seas to test their mettle on
Wondrous Item, Legendary (Usable Only by the Reigar Who Created It)
The reigar who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the
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
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
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
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Frost Giant Jarl Jarl Storvald is a frost giant, with the following changes: He has 189 hit points. He has a blod stone (see appendix B) bolted to a 50-pound iron chain that he wears around his
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Frost Giant Jarl Jarl Storvald is a frost giant, with the following changes: He has 189 hit points. He has a blod stone (see appendix B) bolted to a 50-pound iron chain that he wears around his
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Frost Giant Jarl Jarl Storvald is a frost giant, with the following changes: He has 189 hit points. He has a blod stone (see appendix B) bolted to a 50-pound iron chain that he wears around his
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemy jug No
Armblade (detailed in chapter 5) Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb (detailed in chapter 5) Yes
Rope
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of protection Yes Eyes of the eagle Yes Gauntlets of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
Artificer) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of protection Yes Eyes of the eagle Yes Gauntlets
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of protection Yes Eyes of the eagle Yes Gauntlets of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of protection Yes Eyes of the eagle Yes Gauntlets of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemy jug No
Armblade (detailed in chapter 5) Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb (detailed in chapter 5) Yes
Rope
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Zhentarim named Ziraj, who saved Fala’s life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor. Fala is a druid, with these changes: Fala is chaotic good. Fala has
cabinets behind the shop counter. Fala’s Potions Potion Cost Potion of animal friendship 125 gp Potion of climbing 50 gp Potion of healing, greater 250 gp Potion of healing 50 gp Potion of water breathing 250 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Zhentarim named Ziraj, who saved Fala’s life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor. Fala is a druid, with these changes: Fala is chaotic good. Fala has
cabinets behind the shop counter. Fala’s Potions Potion Cost Potion of animal friendship 125 gp Potion of climbing 50 gp Potion of healing, greater 250 gp Potion of healing 50 gp Potion of water breathing 250 gp






