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Returning 35 results for 'shot of ranger dispel versa'.
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slot of range dispel verbal
slot of range dispel versa
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slot of ranged dispel verbal
stat of range dispel verbal
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
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollType":"damage","rollAction":"Withering Touch","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
Monsters
Storm King's Thunder
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollType":"damage","rollAction":"Withering Touch","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
Monsters
Dragonlance: Shadow of the Dragon Queen
Ethereal Sight. Leedara can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa.
Incorporeal Movement. Leedara can move through other creatures and objects as if
","rollType":"damage","rollAction":"Withering Touch","rollDamageType":"necrotic"} necrotic damage.
Etherealness. Leedara enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on
Monsters
Divine Contention
Ethereal Sight. Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Ebondeath can move through other creatures and objects as if
.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be
Ghost
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollType":"damage","rollAction":"Withering Touch","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
Monsters
Spelljammer: Adventures in Space
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Monsters
The Book of Many Things
Ethereal Sight. Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Gremorly can move through other creatures and objects as if
, class features, or proficiencies.
The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil
Monsters
Fizban's Treasury of Dragons
succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through
, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Monsters
Icewind Dale: Rime of the Frostmaiden
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the
versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
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
Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one
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->Acquisitions Incorporated
Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what’s the point of asking questions when the person you’ve shot first is already
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening
creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea’s Champions Alignment: Usually neutral, often good Suggested Classes: Barbarian, cleric, druid, ranger Suggested Cleric Domains: Nature Suggested Backgrounds: Folk hero, hermit, outlander Most
of Nylea’s favor.
2 You healed an injured wolf, which then revealed itself to be Nylea in disguise.
3 You won an archery contest with a truly stunning shot, but afterward chastised
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
Material Plane, or vice versa. The spirit can do the following and nothing else: The spirit can move through the Border Ethereal. It has a flying speed of 30 feet, and it can hover. It can pass through
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
versa, due to the mechanism’s many moving parts. Members of the Hourglass Coven who find themselves at risk of being captured or killed flee to the Palace of Heart’s Desire (see chapter 5) using their
powerless until the lightning rod assembly is rebuilt. Contact with an antimagic field shuts down the contraption for the field’s duration. A successful dispel magic spell (DC 19) causes the contraption
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dwarf cleric of Moradin), Seward (a Chondathan human ranger), and Sephirius (a dragonborn paladin often referred to as “Seph”). Treasure A search of Devlin’s body also turns up an ink pot that never
2nd level: arcane lock, cloud of daggers, flaming sphere, knock
3rd level: dispel magic, fireball
Devlin’s staff is a staff of striking, but any character who attunes to it transforms into a goat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through a curtain is greatly reduced; only creatures within 5 feet of it can hear anything from the other side. Any object thrown or shot through a watery curtain has a cost of 60 feet immediately applied
dispel magic spell (DC 17) is destroyed for good. 1c. Ichthyglug’s Cavern Music. Magical harp music fills this 30-foot-high cavern.
Pool. A 15-foot-deep freshwater pool is home to a marid and six
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Abyssal, Common, Draconic, Orc
Challenge 6 (2,300 XP)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement
(4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. The vapors linger for a month unless they are cleared away by a strong wind. Treasure. The seal on the
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see 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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
bonds are suppressed long enough for the elemental to leave the room. A dispel magic spell cast on the runes suppresses the bonds for 1 minute. The elemental follows its rescuer, fighting alongside
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Common, Draconic, Dwarvish, Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Ethereal Sight. Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa
drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, Gremorly reappears in an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours. Flame Storm. Sooty thunderclouds shot through with red and
sites on the same world or on different planes of existence. Unearthly roads allow creatures to cross great distances rapidly, moving from an entrance gate to an exit gate or visa versa. These paths
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
.
Successfully casting the Dispel Magic spell (DC 15) nullifies all the corridor’s traps for 1 minute. 13: Skull The cards that form this room depict the painted skulls of various creatures. The door to the
characters in the room. These creatures can see through the illusory columns as if the columns were ghostly images; casting Dispel Magic on an illusory pillar causes it to vanish. The Fey try to kill the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms. Casting dispel magic on a disguised drow causes the illusion around it to wink out only for a moment
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice