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                        Returning 35 results for 'canaries weapon ranger'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
                                                
                                            
                                                
                                                    This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional
                                                
                                            
                                                
                                                     instead.Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +19;{"diceNotation":"1d20+19","rollType":"to hit","rollAction":"Bite"} to hit, reach
                                                
                                            
                                        
                                                     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: +13
                                                
                                            
                                                
                                                    ", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +13
                                                
                                            
                                        
                                                    Grung Wildling
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    "} 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
                                                
                                            
                                                
                                                     Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
                                                
                                            
                                                
                                                     to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.
Heart of the Troll. Barbatos regains 10 hit points at the start of his turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     the same target more than twice during its turn.
Claw. Melee weapon attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Needle. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     the same target more than twice during its turn.
Raking Vine. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Raking Vine"} to hit, reach 10 ft., one target. Hit
                                                
                                            
                                                
                                                     target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Needle. Ranged Weapon Attack: +2;{"diceNotation
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Young Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target
                                                
                                            
                                                
                                                    ", "rollAction":"Bite", "rollDamageType":"poison"} poison damage.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
                                                
                                            
                                        
                                                    Deep Dragon Wyrmling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"damage
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                                
                                                     means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.  Level 1 Ranger Spells   Spell School Special   Alarm Abjuration R Animal Friendship
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Moon Sickle Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic
                                                
                                            
                                                
                                                     weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                                
                                                     means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.  Level 1 Ranger Spells   Spell School Special   Alarm Abjuration R Animal Friendship
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                    Ranger There is no component pouch option in the ranger’s starting equipment. Does the class not need one, nor a focus for spells? Like other spellcasters, the ranger follows the rule on components
                                                
                                            
                                                
                                                     in chapter 10 of the Player’s Handbook . A ranger typically uses a component pouch for the material components of spells, but doesn’t start with one because rangers don’t have spells at 1st level. Can
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. Level 1: Weapon
                                                
                                            
                                                
                                                    Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.  Ranger Features    —Spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. Level 1: Weapon
                                                
                                            
                                                
                                                    Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.  Ranger Features    —Spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Fighting Style Options 2nd-level ranger feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet
                                                
                                            
                                                
                                                     creature successfully hides from you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
 Range: Touch
 Components: V, S
 Duration: 1 hour
 You touch a nonmagical weapon. Until the spell
                                                
                                            
                                                
                                                     ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Magic Weapon Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action
 Range: Touch
 Components: V, S
 Duration: 1 hour
 You touch a nonmagical weapon. Until the spell
                                                
                                            
                                                
                                                     ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your
                                                
                                            
                                        
                                                     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->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
                                                
                                            
                                                
                                                     cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
 -Fizban
 Your connection to the natural
                                                
                                            
                                                
                                                     stone empowered you when you read it aloud. 
   6  You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Hail of Thorns Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Ranged weapon
 Range: Self
 Components: V
 Duration
                                                
                                            
                                                
                                                    : Instantaneous
 As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
 Range: 30 feet
 Components: S, M (a Melee weapon worth 1+ SP)
 Duration: Instantaneous
 You flourish the weapon used
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
                                                
                                            
                                                
                                                     from solitude that they offer? 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Elemental Weapon Level 3 Transmutation (Druid, Paladin, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Concentration, up to 1 hour
 A nonmagical weapon you touch becomes
                                                
                                            
                                                
                                                     a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Lightning Arrow Level 3 Transmutation (Ranger) Casting Time: Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon
 Range: Self
 Components
                                                
                                            
                                                
                                                    : V, S
 Duration: Instantaneous
 As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Stalker Features  Ranger Level Feature   3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight 7th Iron Mind 11th Stalker’s Flurry 15th Shadowy Dodge  Gloom Stalker Magic Starting at 3rd level, you learn
                                                
                                            
                                                
                                                     an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Swift Quiver Level 5 Transmutation (Ranger) Casting Time: Bonus Action
 Range: Self
 Components: V, S, M (a Quiver worth 1+ GP)
 Duration: Concentration, up to 1 minute
 When you cast the spell
                                                
                                            
                                                
                                                     and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each
                                                
                                            
                                        






