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Returning 35 results for 'balm bargain down class rangers'.
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Classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, making a bargain for a musical gift in addition to your life and freedom, but at what cost? QUICK BUILD You can make a bard quickly by following these suggestions. First, Charisma should be your
22 4 3 3 3 3 2 1 1 1 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1 Class Features As a bard, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Martial Versatility 4th-level ranger feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Peace Domain Have these peaceful clerics even considered that they’re subverting a most holy system, one where bad decisions coincide with the teaching power of pain?
Tasha
The balm of peace
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
know a goblin is unlikely to be able to uphold its end of any bargain.
Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Heroes of the Dragon Sorcerers whose magic comes from a draconic origin, rangers with a drake companion, and monks who learn the ways of dragon masters are not the only adventurers whose skills
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Ranger There is no component pouch option in the ranger’s starting equipment. Does the class not need one, nor a focus for spells? Like other spellcasters, the ranger follows the rule on components
in chapter 10 of the Player’s Handbook . A ranger typically uses a component pouch for the material components of spells, but doesn’t start with one because rangers don’t have spells at 1st level. Can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
known to form strong friendships with humanoids, particularly rangers and wizards. Tressym
Tiny monstrosity, chaotic neutral
Armor Class 12
Hit Points 5 (2d4)
Speed 40 ft., climb 30 ft., fly
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Living Ship Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air envelope
Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 250 Crew: 5 (plus the treant) Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Speed: fly 40 ft. (4½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gods and Divine Magic Divine magic—which includes the spells cast by Clerics, Druids, Paladins, and Rangers—is mediated through beings and forces that are categorized as divine. These can include
Paladin class description in the Player’s Handbook offers some suggestions for how a player might roleplay a situation where their Paladin has broken their oath. You can also decide how NPCs react to a character whose behavior doesn’t square with the ideals implied by the Holy Symbol the character wears.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
portrait of the creature over a period of 1 hour. At the end of that time, the magic of the portrait alters the creature in the desired manner. The benefits granted by the bargain normally last for a year
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
exhibiting remarkable resistance to illness and poisons.
Dragon Balm. Some texts of Pharika claim that within the chemical makeup of each individual dragon lies the cure to one specific disease or
mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats
familiar spell can choose to conjure a tressym instead of a normal cat. Tressym
Tiny monstrosity, chaotic neutral
Armor Class 12
Hit Points 5 (2d4)
Speed 40 ft., climb 30 ft., fly 40 ft.
STR
3
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keep’s halls as its inhabitants
bodies would forever transform to match their hearts’ selfish and bestial natures. Redtooth Werefox Medium Monstrosity (Elf), Any Alignment
Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft. in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore
Class 12
Hit Points 5 (2d4)
Speed 40 ft., climb 30 ft., fly 40 ft.
STR
3 (–4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
grotesque balm stalls the elder brain’s degeneration but is far from a cure. Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them
Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
5 (−3)
WIS
15 (+2
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins. In addition, Sir Jared, detailed at the end of the chapter, can serve as a model for
knights with a lower challenge rating. Solar Bastion Knight Medium Humanoid (Paladin), Typically Neutral Good
Armor Class 20 (plate armor, shield)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ankheg Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR
17 (+3)
DEX
11 (+0
prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect
swimmers from sharks and other aquatic predators. Dolphin
Medium Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms
of their agreement. A maelephant expels poisonous gas from its trunk at a group of would-be thieves. Maelephant Large Fiend, Typically Lawful Evil
Armor Class 15 (half plate armor)
Hit Points 161
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
bargain with powerful foes. Vine Blight
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
STR
15 (+2)
DEX
8 (-1)
CON
14 (+2
clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Amble Amble
Medium humanoid (tortle), neutral good
Armor Class 18 (natural armor, ring of protection)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
to hit with shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Bonus Actions
Balm of the Summer Court (12d6). Amble can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
celebration of Founders’ Day. Ammalia is well mannered, well read, well traveled, and exceptionally shrewd. She is known for driving a hard bargain. Her hobby is lepidopterology, and her estate has the most
beautiful butterfly garden. She allows her youngest children to play in the garden under her supervision. Ammalia Cassalanter
Medium humanoid (human), lawful evil
Armor Class 12 (15 with mage armor
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
key part of a prophecy, or made what seemed like an innocent bargain with a harmless old hermit, or found an artifact with mysterious powers. The folk hero background is ideal for the Innocent
, combining humble origins with a sense of destiny. Any class or proficiencies are suited for this role. Visionary. At least one character in the party should have a particular connection to your immortal
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
wilds of Eldraine. Deep within these ruins, a human minstrel named Totentanz encountered Lord Skitter and struck a vile bargain. Lord Skitter promised the piper wicked and wondrous powers in exchange for
Totentanz luring the townsfolk of Edgewall into the sewer king’s subterranean domain to become food for his rat minions.
Sewer King Medium Fiend, Typically Lawful Evil
Armor Class 13 (natural
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to bargain with such supplicants for treasure or service. Gynosphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deep Scion Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who
into a shapechanger that can take a form that is fully at home beneath the waves. Deep Scion
Medium humanoid (shapechanger), neutral evil
Armor Class 11
Hit Points 67 (9d8 + 27)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Classes Summary Class
Description
Hit Die
Primary Ability
Saving Throw
Proficiencies
Armor and Weapon
Proficiencies
Barbarian
A fierce warrior of primitive background
derived from a bargain with an extraplanar entity
d8
Charisma
Wisdom & Charisma
Light armor, simple weapons
Wizard
A scholarly magic-user capable of manipulating the structures of reality
d6
Intelligence
Intelligence & Wisdom
Daggers, darts, slings, quarterstaffs, light crossbows






