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Returning 23 results for 'both being drinks conjure ranger'.
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Monsters
Acquisitions Incorporated
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
(3 slots): pass without trace, spike growth
3rd level (2 slots): conjure animalsMultiattack. Môrgæn makes three attacks with her scimitars or her longbow.
Scimitars. Melee Weapon Attack: +6
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
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->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->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Barrage Level 3 Conjuration (Ranger) Casting Time: Action
Range: Self
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the
weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Volley Level 5 Conjuration (Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter’s mark
2nd level (3 slots): pass without trace, spike growth
3rd level (2 slots): conjure animals
Actions
Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long
Conjure Animals. Once used three times, the Charm vanishes from you. Charm of Darkvision Supernatural Gift (Charm) This Charm allows you to cast Darkvision. Once used three times, the Charm vanishes from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the magic of a charm, as might a character who solves a sphinx’s riddle or drinks from a magic fountain. Legendary creatures, such as ancient gold dragons and unicorns, sometimes grace their allies
or a spell, so it is easy to create more charms of your own, if you like. Charm of Animal Conjuring This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
poisoned. Karametra’s Disciple Piety 25+ Karametra trait By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a potion of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
repeating message carved in Celestial along the shelves’ edges: “A septet of libations I present to you,
But only one will help you escape this tomb.
Six drinks are magic; one is mundane.
Those marked
infused with necromantic magic. A creature that drinks any amount of the liquor must make a DC 20 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a halfling-run tavern in town. If the adventurers visit the tavern, a female adult bronze dragon in half-elf form buys them a round of drinks. The dragon, Zirazylym (“Zira” for short), is on the Black
plans to visit an old friend — a ranger named Quinn Nardrosz who lives in Jalanthar. If she’s friendly toward the characters, she invites them to join her, saying she could use the company. If the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. Pouch (5 SP) A Pouch holds up to 6 pounds within one-fifth of a cubic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
when he’s not out spying on her behalf. Treasure. The room contains several items of value, including a golden goblet (worth 250 gp) from which Ernst drinks wine, a crystal wine decanter (worth 250 gp
club,” eagerly waiting for Lady Wachter to join them, read passages from her manifesto (see area N4q), and maybe conjure up a few coins. Resting on the fifth chair, quietly eavesdropping on the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
1 gallon. Potion of Healing (50 GP) This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
narcotic, lotus dreams can she conjure up the face of her dead love. Characters can discover Zalkoré’s tragic story by interpreting carvings throughout the garden. If that makes them sympathetic toward
gp in Port Nyanzaru. Any character that drinks a dose of the tincture must succeed on a DC 15 Constitution saving throw. Characters who are immune to the poisoned condition succeed automatically. On a






