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Returning 35 results for 'both bow don combat rangers'.
Spells
Player’s Handbook
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Spells
Player’s Handbook
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Magic Items
Forgotten Realms: Adventures in Faerûn
An activated flying wonder uses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Monsters
Forgotten Realms: Heroes of Faerûn
. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the
Magic Items
Forgotten Realms: Heroes of Faerûn
Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Monsters
Storm King's Thunder
experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind
.
Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don’t, however, attack nestlings or despoil
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of
as allies and don’t prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged
Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Humanoid it has seen. Any equipment the seeker is wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is
combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
Equipment
Combat
Utility
Whimsy
11
17
11
Spark plugs are used by potion makers to add in a small charge of magic, just enough to be a catalyst for a specific reaction. Most Obojimans
still have no idea what these strange items are, let alone where they come from but the rangers and rogues who do keep the information to themselves.
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
, 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
Magic Items
The Book of Many Things
.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required
by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Monsters
The Wild Beyond the Witchlight
better comes along.”
Flaw. “I don’t have a single friend I can count on.”
Combat Notes
Warduke likes to hit things with his sword; it’s as simple as that.
League of
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level
Monsters
Candlekeep Mysteries
animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Feline Agility. When K’Tulah moves on her turn in combat, she can double her speed until the end of the turn. Once she uses
collected painstakingly over the past decade is my pride and joy.”
Flaw. “I don’t like feeling trapped.”
Monsters
Spelljammer: Adventures in Space
attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.Thri-kreen gladiators relish opportunities to test their mettle in combat and often paint their
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
Equipment
Combat
Utility
Whimsy
3
0
5
The thick, straight stalks of witch’s broom are perfect for enchanting as they don’t warp or shatter when imbued with powerful magic
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Equipment
Combat
Utility
Whimsy
13
12
16
Every now and then, a ramen chef finds a gorged noodle eel sleepily coiled in an empty bowl of theirs. All ramen chefs see them as pests as
apparently noodle eels have a rather refined palate and don’t come to just any bowl of broth, seeking only to slurp down the finest ramen—a major irritant to serious chefs. This makes
Equipment
Combat
Utility
Whimsy
11
13
17
The petals of the dawn blossom flowers are admired by Obojimans for their unique shape, fragrance, and golden luster. Dawn blossom trees don
Equipment
Combat
Utility
Whimsy
1
0
0
Sea water is a staple in many potion brewing processes but some master potion makers will demand seawater from certain areas around Obojima due
the difference in the waters around Obojima, so don’t try to fool them with just any old sea water.
Equipment
Combat
Utility
Whimsy
18
19
20
Though its flavors are many, all bubble gum is rare. It is most commonly found stuck to walls or floors in ruined buildings or stuck to the
bottoms of shoes. Rarer still is bubble gum found un-chewed and still in its foil wrap- per. The chew-it-but-don’t-swallow-it nature of bubble gum is confounding to many on the island, and academics on the island refer to the delightful substance as “masticant.”
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are






