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Returning 35 results for 'some of ranger dispel vessel'.
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some of rage dismal vessel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: charm person, darkness, detect magic, dispel magic, gust of wind
3/day: control
who forcefully boards their vessels.Lair Actions
On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can’t
Merrenoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
person, darkness, detect magic, dispel magic, gust of wind
3/day: control water
1/day: control weather
Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical
vessel with powerful magic that creates one or more of the following effects:
The ship doesn't sink even if its hull is breached.
The ship always stays on course to the destination the merrenoloth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the spellcasting ability (spell save DC 15):
At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser
Circlet of woven reeds
7
Scrimshawed bone
8
Vessel such as a cup, a jug, an urn, or an amphora
Healing Light (2/Day). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"heal", "rollAction":"Healing Light"} hit points.
Monsters
Adventure Atlas: The Mortuary
Incorruptible Vessel. The exorcist can’t be possessed by Celestials, Fiends, or Undead.Multiattack. The exorcist makes two Grave Burst attacks.
Grave Burst. Melee or Ranged Spell Attack: +6
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
their master had communed. They were given a mission: provide a person of nobility and might to serve as an earthly vessel for these powers to enter the world and conquer it. If they succeeded, their
Monsters
Eberron: Rising from the Last War
features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell
each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one of the
Monsters
Fizban's Treasury of Dragons
is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the nearest
. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering
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->Mordenkainen Presents: Monsters of the Multiverse
anyone who forcefully boards their vessels. Lair Actions On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it
can’t take the same lair action two rounds in a row: Gale. The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
front of the ship, the trap is triggered. When that occurs, refer to the “Olhydra’s Gambit” sidebar. Dispel magic, successfully cast against a 6th level spell, suppresses this trap for 1 minute
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->Mordenkainen's Tome of Foes
no obligation to fight. A merrenoloth’s first duty is always to its vessel. Lair Actions Any ship a merrenoloth is contracted to captain becomes the creature’s lair. When fighting on the ship, the
flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. Regional Effects A merrenoloth imbues its vessel with powerful magic that creates one or more of the following
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
figurine of a ki-rin or another Celestial 5 Torch carved so that a hand appears to be holding the flame 6 Circlet of woven reeds 7 Scrimshawed bone 8 Vessel such as a cup, a jug, an urn, or an amphora
, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify
Bonus Actions
Healing Light (2/Day). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
abandoning it. A rainstorm extinguished the flames before they could do much damage, but strong winds blew the derelict vessel to its doom. Of all the wrecked ships found at High Horn, the Sea Mare is the
dispel magic on the staff removes the false aura. The staff is worth 25 gp and can be used as an arcane focus.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
aboard a seafaring vessel. Since the islands of the Trackless Sea are home to predatory, seafaring barbarians, most ship captains are unwilling to risk their vessels and lives on a fool’s errand, no matter
necessary, use the sample ship that appears in Appendix C of the Dungeon Master’s Guide. Where the characters must go to board each vessel depends on the faction that provides the help. The Harpers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Underdark. If a successful dispel magic spell is cast on the rune (DC 19) before it imprints on a creature, the rune disappears for 1 minute, allowing creatures to cross the pit in the meantime without the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
truesight 60 ft., passive Perception 15
Languages Common plus three more languages
Challenge 6 (2,300 XP) Proficiency Bonus +3
Incorruptible Vessel. The exorcist can’t be possessed by Celestials
ability (spell save DC 14, +6 to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse, speak with dead
1/day each: banishment, dispel evil and good
Martin Mottet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the wreck of a cog (a 54-foot-long cargo vessel with a single mast). The wreck’s features are as follows: Hull. The ship has broken in half, the shattered bow aiming northward and the aft section
leaning against the east wall. The oak hull is soft and waterlogged, as though the vessel has been underwater for years, and both halves are encrusted with barnacles.
Mast and Anchor. The mast and anchor
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
has nothing of value on its deck or in the communal bunks below deck. However, two air elementals on the deck defend the vessel against intruders. They attack any non-elf that sets foot upon the ship
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
psionic power into—typically a weapon or other item from the dragon’s hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even
; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dispel magic (DC 19) cast on the door suppresses its magic for 10 minutes, preventing the mouth from forming. However, the door cannot be opened without the mouth except from the west side, not even
have the names Predator and Prey etched into their transoms. A detect magic spell or similar effect reveals an aura of transmutation magic around each vessel. Each boat can hold up to four Small or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fire elemental, but destroying the furnace does, as does successfully casting dispel magic (DC 19) on it. The furnace has AC 15, 30 hit points, a damage threshold of 10, and immunity to fire, poison
right causes the propeller to pivot in that direction, allowing the ship to turn while the propeller is operating. When the Direction lever is centered, the propeller moves the vessel straight ahead
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->Mordenkainen's Tome of Foes
graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the
hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is
agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
port. Three years ago the mission launched, but the Marshal never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh
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
sailors (drow) are stationed here at all times. Wheel. If the ship is sailing with a full crew, a character who has proficiency with water vehicles can stand at the wheel and steer the vessel. J12. Upper
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
nearest unoccupied space outside the trap’s area. Objects wedged under the trap are destroyed. The stone then retracts into the ceiling, and the trap resets. A successful Dispel Magic spell (DC 17
from the shores of areas L9 and L14. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In addition to its usual properties, the boat has an extra
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
retracts into the ceiling, and the trap resets. A successful Dispel Magic spell (DC 17) suppresses the trap and its illusions for 24 hours. Treasure. A pouch on the minotaur’s skeleton holds five
.
This ledge is visible from the lake (area L14) and the shores of areas L10 and L15. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, that the feat can be accomplished with spells, such as dispel magic (save DC 17), gust of wind, knock, or any spell that can push the efreeti out of the area of the pool. The smoke dissipates if the
wax-seal stopper of an urn is broken easily, and an urn can be broken like any clay vessel of the sort. When an urn is opened or broken, the act releases a gas that causes any creature within 10 feet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with fire-hurling catapults aimed toward the Evermoors. Mornbryn was a ranger of some fame in the North centuries ago, and legend has it that his treasure-filled tomb is hidden somewhere close by. The
vessel. If one wolf dies, the other wolf uses its next action to howl a warning to the frost giants. If there are any frost giants still alive in town, they quickly return to the ship. Half of the