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Returning 35 results for 'size of ranger darkness vision'.
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Monsters
Monster Manual
into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
Person (level 2 version), Darkness, Gaseous Form, SleepColdInvisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
classes
Player’s Handbook
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
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
Oni
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness
Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment
Light Domain
Legacy
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Classes
Player’s Handbook (2014)
with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Cleric Level
Spells
1st
Monsters
Tales from the Yawning Portal
Innate Spellcasting. Xipe's innate spellcasting ability is Charisma (spell save DC 13). Xipe can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into his true form. Other than his size, his statistics are the same in each form. The only equipment that is transformed
Monsters
Ghosts of Saltmarsh
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
that successfully saves is immune to this matriarch's song for the next 24 hours.
Visage of Desire (1/Day). The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't
Meazel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.Garrote. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Garrote"} to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Garrote","rollDamageType":"bludgeoning"} bludgeoning
classes
Xanathar's Guide to Everything
Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where
evil lurks in the shadows.
Gloom Stalker Features
Ranger Level
Feature
3rd
Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th
Iron Mind
11th
Stalker’s Flurry
15th
Shadowy Dodge
Heavily Obscured
Legacy
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Rules
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Garrote. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Garrote"} to hit, reach 5 ft., one target of the meazel’s size or smaller. Hit: 6 (1d6 + 3
darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied
Species
Wayfinder's Guide to Eberron
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
Private Sanctum
Legacy
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Spells
Basic Rules (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Mordenkainen's Private Sanctum
Legacy
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Spells
Player’s Handbook (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can cast the following spells, requiring no components:
At will: dancing lights, mage hand
3/day each: darkness, faerie fire, shield
points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
Monsters
Acquisitions Incorporated
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as
monsters
lurk within tombs or hidden ruins to avoid attention from the living. At night, they emerge to drain the life from those who dare wander in darkness. A Humanoid killed by a jiangshi rises as a life
Shape-Shifting;shape-shifts into a Medium or Small Beast, Humanoid, or Undead creature, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: dancing lights, mage hand
1/day each: darkness, dispel
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Monsters
Acquisitions Incorporated
Magic Resistance. The ancient deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the ancient deep crow can take the
cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally
Monsters
Mordenkainen Presents: Monsters of the Multiverse
no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fireA draegloth is a demon created by an elf
’s plans to triumph over rivals.
A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or
arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form
spells, requiring no material components:
At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Under Black Sheets Sheets and Statues. Black sheets are draped over six wooden statues in the northern portion of the room. (Each statue is a painted, life-size representation of Lord Vanrak
Moonstar as a death knight.)
Vision. Any character who lifts or pulls away a black drape experiences one of Umbraxakar’s visions.
Dragon’s Vision In this vision, the character is in the presence of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
target becomes thin and skeletal, halving its weight.
81–85
The target’s head triples in size.
86–90
The target’s ears become wings, giving it a flying speed of 5
Monsters
Waterdeep: Dungeon of the Mad Mage
can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only
years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only
years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim
. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Size. Half-orcs are somewhat larger and bulkier than
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
+ (2d4 × your size modifier) Speed. Your base walking speed is 30 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
70 years old. Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. Size
monsters
save only once per turn.
Dreadful Darkness. While in an area of Darkness, creatures other than Strahd and creatures of his choice have Disadvantage on saving throws to end or avoid the Frightened
. [hover]), or he returns to his vampire form. Anything he is wearing transforms with him.
While in bat or wolf form, Strahd can’t speak. His game statistics, other than his size and Speed, are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim
. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Size. Half-orcs are somewhat larger and bulkier than