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Returning 35 results for 'being beast during comes ranger'.
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Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
A grung elite
Monsters
Mordenkainen Presents: Monsters of the Multiverse
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze
;The world is my hunting ground. Others are my prey.”
61–80
“Hate comes easily to me and explodes into rage.”
81–00
“I see those who oppose me not as
Monsters
Fizban's Treasury of Dragons
baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate
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
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing
Grung Elite Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
"}. The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.Poison
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
through it.
Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s
Backgrounds
The Wild Beyond the Witchlight
rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur
understand, even if the Feywild visitor can’t speak that language normally.
Feywild Visitor
d8
Visitor
1
Awakened creature (a Beast or an ordinary plant that has had the awaken
Deep Dragon Wyrmling
Legacy
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monsters
Fizban's Treasury of Dragons
"}
Ideal
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to
Young Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
laws, and power comes from understanding and exploiting them.
Hands of Havoc. Those who try to impose a single order on the multiverse are doomed to fail.
Harmonium. The multiverse will be perfect
Shifter
Legacy
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Species
Eberron: Rising from the Last War
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
world around them. Do they embrace their primal instincts or the path of civilization?
The Beast Within
Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level
Enhance ability
Gust of wind
Magic weapon
Summon beast *
3rd Level
Elemental weapon
Meld into stone
Revivify
Summon fey *
4th Level
Dominate beast
Summon elemental *
5th Level
Greater restoration
Backgrounds
Guildmasters’ Guide to Ravnica
found me floating facedown in the sewer, moments from death.
Flaws
d6
Flaw
1
Death comes for us all, so you can’t expect me to take care of someone who can’t
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Archetypes The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Archetypes The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Ranger Spells 1st Level Absorb elements
(abjuration)
Beast bond
(divination)
3rd Level Flame arrows
(transmutation)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Beast Sense Level 2 Divination (Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing Beast. For the duration, you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Friendship Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Target a Beast that you can see
within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spell ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of information. There is a 50 percent chance that the ranger has a riding horse, one or more beast companions, or both. A ranger with neither travels alone on foot. Two sample rangers are presented
Ranger The characters encounter a helpful ranger, who might be a member of the Emerald Enclave or simply a wanderer of the wilderness. Either way, the ranger is happy to serve as a guide or a source
Species
Spelljammer: Adventures in Space
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger Spells 1st Level
Absorb elements (abjuration)
Beast bond (divination)
Snare (abjuration)
Zephyr strike (transmutation)
2nd Level
Healing spirit (conjuration)
3rd Level
Flame
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities. Ranger Subclass Guild Beast Master
Ranger Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Friendship Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Target a Beast that you can see
within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spell ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.






