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Returning 35 results for 'see of ranger desire violent'.
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Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Monsters
Eberron: Forge of the Artificer
", "rollAction":"Pummel", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Glare. Wisdom Saving Throw: DC 14, one creature the bruiser can see within 30 feet. Failure: The target has
bruiser makes one Pummel attack, targeting the triggering creature.Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.
Monsters
Stranger Things: Welcome to the Hellfire Club
: DC 11, one creature the scarecrow can see within 30 feet. Failure: The target has the Frightened condition until the end of the scarecrow’s next turn. While Frightened, the target has the
Paralyzed condition.Servant of Superstition
Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent
Monsters
Lorwyn: First Light
features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature
incarnation changes its size to Medium, Large, or Huge.
Teleport. The incarnation teleports up to 60 feet to an unoccupied space it can see. The incarnation can’t teleport while it has a creature Grappled.
Monsters
Forgotten Realms: Adventures in Faerûn
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
classes
Tasha’s Cauldron of Everything
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
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created
implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.
Monsters
Storm King's Thunder
carries a quiver of twenty arrows.
Roleplaying Information
A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn’t want to see it or her neighbors&rsquo
; homes destroyed. She has no tolerance for monsters or bullies.
Ideal: “We live in a violent world, and sometimes violence is necessary for survival.”
Bond: “My home is my life
Monsters
Infernal Machine Rebuild
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
takes damage or if another creature takes an action to shake it.
Cloak Sweep. Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or
backgrounds
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Sharp Eye or a Dark Gift feat of your choice (see “Feats”)
Skill Proficiencies: Insight and Investigation
Tool Proficiencies
remarkable or terrible and now desire to unravel its mystery, or maybe you’re motivated by universal justice and honesty. Whether the cases you’re embroiled in are local crimes or eldritch conspiracies, you’re driven to reveal what others would keep hidden.
Monsters
Phandelver and Below: The Shattered Obelisk
Special Equipment. Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield
;honored guests,” and expresses regret that he cannot provide suitable entertainment for the occasion of their visit. Beneath his genteel demeanor, however, Glasstaff is just as violent and
Monsters
Phandelver and Below: The Shattered Obelisk
attacker Sildar can see would hit him with a melee attack, he can roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Parry"} and add the number rolled to his AC against the triggering attack
;n by proactively handling violent threats, and order members work to bring honor and glory to their leaders and their homeland.
classes
Tasha’s Cauldron of Everything
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
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
classes
Player’s Handbook
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
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
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
secrecy they desire is never worth endangering the innocent.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva&mdash
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fat rendered from a corpse whose identity is unknown.
Children. Humanoid children, aged 10 and under, can see through this invisibility.
Reflective Surfaces. The skulk appears as a drab, smooth
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
Gallows Speaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Van Richten’s Guide to Ravenloft
Divination Senses. The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.
Incorporeal Movement. The gallows speaker can move through other
. The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12);{"diceNotation":"3d12","rollType
Monsters
Baldur’s Gate: Descent into Avernus
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
been. A redcap’s desire to slay is rooted in its will to survive.
VARIANT: MADCAPS
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the
Monsters
Spelljammer: Adventures in Space
dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with
configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming
Monsters
Bigby Presents: Glory of the Giants
speed is reduced by 10 feet until the end of its next turn.Blizzard Escape. Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a
blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself.When a frost giant is murdered in a dishonorable
Monsters
Mythic Odysseys of Theros
touch (see “Actions” below), gentle repose
Magic Resistance. The lampad has advantage on saving throws against spells and other magical effects.Multiattack. The lampad attacks twice with its necrotic
the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction
monsters
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Unearthly Bile"}. Dexterity Saving Throw: DC 23, each creature in a 30-foot-radius Sphere centered on a point the emissary can see
each of its turns.
Forced Mutations. Charisma Saving Throw: DC 23, up to two creatures the emissary can see within 30 feet. Failure: The target has the Paralyzed condition until the end of its next
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
classes
Tasha’s Cauldron of Everything
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their Focus as a representation of their true form, an astral self. This astral self has the capacity to be
with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
Monsters
Princes of the Apocalypse
darkvision can’t see through the water, and light can’t illuminate it.
A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect.
Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3);{"diceNotation
allip’s choice that the allip can see. Constructs and Undead are immune to this effect.When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often
Monsters
Spelljammer: Adventures in Space
other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including
moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction
Monsters
Spelljammer: Adventures in Space
"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each
. It can see clearly even in intensely bright light.
Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically
Species
Eberron: Rising from the Last War
Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.
Despite its might and the desire of some house members
massive, chimera-marked military forces of his house for his own ends, but he’s surrounded by aggressive advisors who would like to see a Deneith ruling all Khorvaire. House Deneith is also caught in an escalating rivalry with House Tharashk, as it edges into the mercenary trade.
Magic Items
Princes of the Apocalypse
good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on
knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to