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Returning 23 results for 'some of ranger dispel voices'.
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Monsters
Candlekeep Mysteries
no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are
the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
3rd level (3 slots): dispel
Monsters
Phandelver and Below: The Shattered Obelisk
thoughts, mage hand (the hand is invisible)
3/day each: clairvoyance (as an action), dispel magic
1/day: plane shift (self only)
Unleash Void (Recharge 5–6);{"diceNotation":"1d6", "rollType
starless depths and been subsequently rewarded with extraordinary powers.
Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
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
Monsters
Quests from the Infinite Staircase
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
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->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->Waterdeep: Dungeon of the Mad Mage
Halaster’s voice, “Terrible and painful magical death! Fireballs and lightning bolts! Begone!” It speaks and understands Common, but voices nothing but empty threats and a desire to continue its “work
points or if a successful dispel magic spell (DC 15) is cast on it. Hidden inside the puppet is a flask of alchemist’s fire that shatters as the puppet falls to pieces, causing its remnants to catch
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
realm’s starless depths and been subsequently rewarded with extraordinary powers. Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the
17):
At will: detect magic, detect thoughts, mage hand (the hand is invisible)
3/day each: clairvoyance (as an action), dispel magic
1/day: plane shift (self only)
Unleash Void (Recharge 5–6
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
the following effects: The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes. If Nafas is destroyed, all these effects
food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, Wish
Reactions
Nafas can take up
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
filled with screaming voices and the stench of burning meat. Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
can help themselves, such as the characters, receive only this benefit from the cavern. If the characters inquire about the whereabouts of Juliana and Orlando, disembodied voices tell them their
move through the waterfall as if it were difficult terrain. A successful Dispel Magic spell (DC 15) cast on the waterfall causes it to flow normally for 1 minute, during which time creatures can move
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that
Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains.
Actions
Multiattack. The naga makes two Bite
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic
surprised.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
carriages roll up the mountain, heavy with cargo. Dwarves can be seen steering the carriages and peering out of windows, and their voices carry a sense of excitement and wonder as they approach Horn
be ended before that time for any character with a dispel magic spell (DC 20). Bagpipe-Activated Doors. Once the dwarf with bagpipes has identified the caravan properly, they play the song of the day
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger). Creatures. Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat
. 40. Goblinville Anyone who stands within 10 feet of a door leading to the goblins’ main living area can hear the voices of the goblins inside, unless they have been alerted to danger. What might once