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Spells
Player’s Handbook
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, 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
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
defensive ability and speed, this energy infuses all that a monk does. The Magic of Ki Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
fog, which the locals call “the breath of the dead.” Mordentshire’s businesses largely cater to local laborers, with a few remarkable exceptions. Saulbridge Sanitarium provides a refuge for the ill
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
fog, which the locals call “the breath of the dead.” Mordentshire’s businesses largely cater to local laborers, with a few remarkable exceptions. Saulbridge Sanitarium provides a refuge for the ill
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
fog, which the locals call “the breath of the dead.” Mordentshire’s businesses largely cater to local laborers, with a few remarkable exceptions. Saulbridge Sanitarium provides a refuge for the ill
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Draakhorn’s Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
also benefit the kingdoms and other civilized realms that they avoid, so be it. If you’re creating or playing a ranger character, the following sections offer ideas for embellishing the character and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
also benefit the kingdoms and other civilized realms that they avoid, so be it. If you’re creating or playing a ranger character, the following sections offer ideas for embellishing the character and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
also benefit the kingdoms and other civilized realms that they avoid, so be it. If you’re creating or playing a ranger character, the following sections offer ideas for embellishing the character and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Staff and friends. Welcome to the Battle of Strixhaven! Today, two teams of Strixhaven’s finest will battle for the right to call themselves champions. They’ve practiced and you’ve waited—now, let the
field, she reminds the teams that magic is allowed, but harming other participants, the mascots, the audience, and the facility is not. After a breathless pause, she then blows her whistle. The game is on!
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Staff and friends. Welcome to the Battle of Strixhaven! Today, two teams of Strixhaven’s finest will battle for the right to call themselves champions. They’ve practiced and you’ve waited—now, let the
field, she reminds the teams that magic is allowed, but harming other participants, the mascots, the audience, and the facility is not. After a breathless pause, she then blows her whistle. The game is on!
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Subclass A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass. Hunter Protect Nature
Lore You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Staff and friends. Welcome to the Battle of Strixhaven! Today, two teams of Strixhaven’s finest will battle for the right to call themselves champions. They’ve practiced and you’ve waited—now, let the
field, she reminds the teams that magic is allowed, but harming other participants, the mascots, the audience, and the facility is not. After a breathless pause, she then blows her whistle. The game is on!






