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Returning 35 results for 'bits bottom diffusing choose ranger'.
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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
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Monsters
Eberron: Rising from the Last War
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Needle Defense. Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.Multiattack
damage.A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. The Ranger Table Level ProficiencyBonus Features SpellsKnown
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
Spells
Elemental Evil Player's Companion
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12
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 impress the deep dragon
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
.
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 impress the deep dragon holding 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
, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A
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
Dexterity Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training
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
Dexterity Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training
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
, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A
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
Dexterity Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches 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
, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
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 two-weapon fighting make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
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 two-weapon fighting make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Strength higher than Dexterity.) Second, choose the outlander background. The Ranger
— Spell Slots per Spell Level —
Level
Proficiency
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
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 two-weapon fighting make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components
comfortable in extreme heat, so they frequently choose lair sites in the sides of volcanoes or near geothermal vents.
An emerald dragon’s lair is a maze of twisting tunnels, interconnected caverns
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
;and ideally forgotten—by other creatures. They are most comfortable in extreme heat, so they frequently choose lair sites in the sides of volcanoes or near geothermal vents.
An emerald dragon






