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Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
mysterious statue. When you draw one of these cards, decide whether to use it as the encounter or to build an encounter using the remaining cards. Goal Cards. You can also include one or more cards in an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
mysterious statue. When you draw one of these cards, decide whether to use it as the encounter or to build an encounter using the remaining cards. Goal Cards. You can also include one or more cards in an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
mysterious statue. When you draw one of these cards, decide whether to use it as the encounter or to build an encounter using the remaining cards. Goal Cards. You can also include one or more cards in an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers. Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers. Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers. Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
build other structures in the village, and its cellars and dungeons are waterlogged. A hidden chamber in the dungeon holds a permanent teleportation circle used by the Blackstaff (Waterdeep’s highest
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
build other structures in the village, and its cellars and dungeons are waterlogged. A hidden chamber in the dungeon holds a permanent teleportation circle used by the Blackstaff (Waterdeep’s highest
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
build other structures in the village, and its cellars and dungeons are waterlogged. A hidden chamber in the dungeon holds a permanent teleportation circle used by the Blackstaff (Waterdeep’s highest
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound






