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Returning 35 results for 'is ranger fire power shields the devour'.
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Classes
Player’s Handbook
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Classes
Player’s Handbook
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Monsters
Monster Manual
. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word StunPoisonCold, Fire, Lightning
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
to Poison damage and Resistance to Fire damage.
Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.
Conjure Earth Elemental. While holding the axe
Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any
Monsters
Stranger Things: Welcome to the Hellfire Club
":"damage", "rollAction":"Fiery Claw", "rollDamageType":"Fire"} Fire damage.
Power Chord. Constitution Saving Throw: DC 14, one creature Dardew can see within 120 ft. Failure: 13 (3d6 + 3);{"diceNotation
Multiattack. Dardew makes two attacks, using Fiery Claw or Power Chord in any combination.
Fiery Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Fiery Claw
Feats
Forgotten Realms: Heroes of Faerûn
20.
Damage Resistance. When you gain this feat, choose Acid, Cold, Fire, Lightning, or Poison. You have Resistance to the chosen damage type.
Fearsome Power. When you deal damage to a creature as
Spells
Forgotten Realms: Heroes of Faerûn
You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:
Elemental Immunity. When you cast this spell, choose one of the following damage types
: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
Monsters
Heroes of the Borderlands
: Cold","rollDamageType":"Cold"}; 3, Fire;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Fire","rollDamageType":"Fire"}; 4, Lightning;{"diceNotation":"2d6","rollType":"damage
pretense of charity and goodness, Ivlis is a demon worshiper who leads a wicked cult. She uses deception and skulduggery to advance her power. Though she feigns kindness and compassion in public spaces
Species
Lorwyn: First Light
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
. These boggarts might become Warlocks, particularly leaning toward the Archfey Patron subclass; some might believe their patron is Isilu. Others prove to be Sorcerers and are especially likely to manifest their power in the form of the Wild Magic Sorcery subclass.
Classes
Forgotten Realms: Heroes of Faerûn
Brandish the Elemental Splendor of Genies
Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four
different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a
Monsters
Forgotten Realms: Adventures in Faerûn
Explosive Core. When the spore is subjected to Fire damage, each creature in a 5-foot Emanation originating from the spore takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
Monsters
Forgotten Realms: Adventures in Faerûn
’s Charge
1d6
The Swanmay Is Devoted to Protecting …
1
A hidden spring.
2
A lakeshore recently ravaged by a forest fire.
3
The conjunction of three rivers
.
4
A dryad whose tree is recovering from illness.
5
A Humanoid ignorant of the swanmay’s true nature.
6
A handful of seeds bearing primal power.
Shape-Shift. The swanmay Shape
Magic Items
Forgotten Realms: Adventures in Faerûn
would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
Monsters
Astarion's Book of Hungers
":"Hellfire Claw", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hellfire Claw", "rollDamageType":"Fire"} Fire damage. If the target
teleports up to 30 feet to an unoccupied space it can see.Vampire Arcanist of the Nine Hells
While mortal wizards tend to hesitate before bartering their souls to devils for magical power, vampire wizards
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can excel at and gain rank through a specialized role: the dreadnought.
Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on
Dual Shields. The giant carries two shields, which together give the giant +3 to its AC (accounted for above).Multiattack. The giant makes two Fireshield or Rock attacks.
Fireshield. Melee Weapon
Fire Giant Dreadnought
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Dual Shields. The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.Multiattack. The giant makes two fireshield
","rollType":"damage","rollAction":"Fireshield","rollDamageType":"bludgeoning"} bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fireshield","rollDamageType":"fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
which it gains a number of Hit Dice ((d8s);{"diceNotation":"1d8","rollType":"heal","rollAction":"Devour Soul"}) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the
Monsters
Acquisitions Incorporated
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
":"1d8+4","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within
rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.
Gibberlings are named for their incoherent chattering
Troll
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s Finger of Doom for the next 24 hours.The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister
ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life
Monsters
Out of the Abyss
damage.Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll's flesh.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
Waterdeep: Dungeon of the Mad Mage
they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll's flesh.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within 60
leaping over each other to rip, shred, and devour everything in their path.
Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most
Nabassu
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"roll","rollAction":"Devour Soul"} damage on a hit. The nabassu retains these benefits for 6 days. A
Dragon's Breath
Legacy
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Spells
Xanathar's Guide to Everything
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the
Manshoon
Legacy
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Monsters
Waterdeep: Dragon Heist
Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
Monsters
Infernal Machine Rebuild
. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate.
Spellcasting
has the following ranger spells prepared:
1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
2nd level (2 slots): locate animals or plantsMultiattack. Barbatos makes two bone
Genasi
Legacy
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Species
Elemental Evil Player's Companion
, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane
an elemental heritage that’s lain dormant for generations.
Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or
Classes
Tasha’s Cauldron of Everything
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that
harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.






