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Returning 35 results for 'behalf before die cantrip ranger'.
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behalf before die cantrips ranger
behalf before die cantrip range
behalf before die cantrips rage
Spells
Player’s Handbook
you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Spells
Player’s Handbook
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Feats
Astarion's Book of Hungers
learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell’s spellcasting ability is the
Rest.
Sun’s Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s diplomat and mouthpiece—anticipating the dragon’s needs, issuing commands to others on the dragon’s behalf, and reporting information back to the dragon. Such scale sorcerers often
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Backgrounds
Guildmasters’ Guide to Ravnica
all of them.)
Dimir Guild Spells
Spell Level
Spells
Cantrip
encode thoughts, mage hand
1st
disguise self, sleep
2nd
detect thoughts, pass without trace
it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature’s thoughts (including your own
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
those who enter her domain unbidden almost never go unnoticed, for Arasta can sense the slightest vibration along her web hair, and her children act as spies on her behalf.
Lair Actions
On initiative
Backgrounds
Sword Coast Adventurer's Guide
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
)
6
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger CHRIS RALLIS A Wandering Warrior Imbued with Primal Magic Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the traits in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 3: Animal Handling
features, which are listed in the Ranger Features table. As a Multiclass Character Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Shillelagh Transmutation Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S, M (mistletoe)
Duration: 1 minute
A Club or Quarterstaff you are holding is imbued with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip. Level 3: Ranger Subclass You gain a
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip. Level 3: Ranger Subclass You
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Shillelagh Transmutation Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S, M (mistletoe)
Duration: 1 minute
A Club or Quarterstaff you are holding is imbued with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points, it instead takes 1d12 Necrotic damage. Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Toll the Dead Necromancy Cantrip (Cleric, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Fighting Style Options 2nd-level ranger feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet
creature successfully hides from you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Points, it instead takes 1d12 Necrotic damage. Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Toll the Dead Necromancy Cantrip (Cleric, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can
roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can
roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell’s spellcasting ability is
Rest. Sun’s Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shillelagh Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute The wood of a club or
, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shillelagh Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute The wood of a club or
, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Toll the Dead Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell
. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional
Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional
Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Feats
Wayfinder's Guide to Eberron
.
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you
chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you






