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Returning 35 results for 'chapter wander ranger'.
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Monsters
The Book of Many Things
that they made physical bodies for themselves in order to possess and understand this new instrument of destiny.
Rifflers wander the Feywild and Material Plane, searching for Deck of Many Things
as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary.
Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter
Monsters
Mythic Odysseys of Theros
living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Monsters
Fizban's Treasury of Dragons
of one plane to wander into others.
Moonstone Dragon Lair Features
You can look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example
Monsters
Fizban's Treasury of Dragons
multiplanar lairs by opening portals between planes at will. They sometimes forget to close those portals, allowing the inhabitants of one plane to wander into others.
Moonstone Dragon Lair Features
You can
look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example, a well maintained and above-water version of the black dragon lair’s
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
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
their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
Shifter Names
Shifters have no language of their own and often live
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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 their urge to wander and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16. Level 5: Extra Attack You can attack twice instead of
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->Basic Rules (2014)
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
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
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 their urge to wander and
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
. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar’s Guide to Everything also offers more spells. 1st Level
Entangle
Searing smite
2nd Level
Aid
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
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
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Healing Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points (as explained in chapter 8), and magical methods
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Clue 2: Student Art Gallery This clue refers to the Student and Alumni Art Gallery in area B12. When the characters wander through the gallery, they see a portrait of several older alumni wearing
the lever, a box pops out of the wall containing a Strixhaven pennant (see chapter 2) for each character in the party. Once it dispenses the pennants, the box disappears back into the wall and doesn’t work for the characters again.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
chapter 3). It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details. Class Overview Class Likes
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
information vital to all who wander the planes. Chapter 1 provides players with details on how to create characters suited to a Planescape campaign. It presents the Gate Warden and Planar Philosopher
backgrounds, feats inspired by the planes, and a collection of spells and magic items appropriate for planar travelers. Chapter 2 introduces the mind-boggling city of Sigil, the enigmatic Lady of Pain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
residents inhabit these areas in clusters of sleeping, difficult-to-wake bodies. By night, the long-haired spirits of Ping’On Tower wander the Mansions, searching for homes and families long ago
city’s jiangshi place them in orderly rows or stacks? Does the dream have a physical manifestation or toll? Do pale mushrooms or webs cover the sleepers? Consider using the helpless sleepers to reinforce body horror themes or the flavors of another horror genre discussed in chapter 2.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Chapter 5: Pharaoh Few deserts are as harsh and inhospitable as the Desert of Desolation, where the sun, the wind, and the land itself seem to despise all living things. The ghost of a long-dead
pharaoh, Amun Sa (AH-muhn sah), roams the sun-scorched dunes, appearing to those who trek across the sands. Condemned to wander the desert for eternity, Amun Sa pleads with adventurers to free his cursed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 10: The Sea of Moving Ice Far to the north, beyond the Spine of the World and above even Icewind Dale, lies the Sea of Moving Ice. Gigantic icebergs wander listlessly through this glasslike
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 10: The Sea of Moving Ice Far to the north, beyond the Spine of the World and above even Icewind Dale, lies the Sea of Moving Ice. Gigantic icebergs wander listlessly through this glasslike
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
Druid
Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
Rogue: Replace with Bard or Ranger
Wizard: Replace with Bard, Sorcerer, or Warlock
Write Your Level Write your character’s level on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
chapter 4). Fey abound in this forest, and those who wander within may stumble upon the City of Rose and Thorn, the domain of a powerful archfey called the King of Summer. If you’re playing a character with
region of the Towering Wood has strong ties to the sinister Plane of Mabar (see chapter 4). It’s charged with negative energy, and undead and other malevolent creatures lurk in its shadows. Greenheart The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
chapter is for any D&D character who hopes or fears that they might one day face a dragon. But this chapter is also for the bard who has made a lifelong study of dragonsong, the cleric devoted to
give characters a draconic heritage strongly linked to the three great dragon families. “Subclass Options” allows monk and ranger characters to explore deeper ties with dragonkind. “Heroes of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
war machines known as colossi, lie strewn about the Mournland, and warforged wander the land. Warforged. Warforged are common on Khorvaire. These Constructs are formed from wood and steel, then
. In the Mournland, magic doesn’t always function as intended, particularly teleportation and divination magic. See the “Regional Effects” section later in this chapter for more.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
group. Upon dying at the hands of the avatar, souls appear in the Gardens of Decay, a demiplane detailed later in this chapter. The souls are permanently bound to this demiplane and take on the form of
evil Undead such as shadows or ghouls. Many of these creatures wander the demiplane, pursuing their cruel compulsions. New arrivals are spotted by the grim champions or their lieutenants, who seek out
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Belviews—and all suffer from some form of madness. Whenever the characters interact with a mongrelfolk who isn’t detailed here, roll on the Indefinite Madness table (see “Madness Effects” in chapter 8 of
Player Version Most of the mongrelfolk in the abbey are locked up because they can’t be trusted to wander about unsupervised. The only mongrelfolk who are free to move about are the Abbot’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Building a Party It’s possible to put together a diverse party of D&D characters drawn from a single guild. The guild descriptions in chapter 2 offer suggestions for what such a party might look like
collection of individuals thrown together by unforeseen circumstances. The Party Makeup table in this section offers suggestions for how you might compose your party. The tables of contacts in chapter 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think
more of your planned encounters elsewhere on the map to ensure that the time spent preparing those encounters doesn’t go to waste. Chapter 1 discusses the basics of creating a wilderness map at three
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
), feats, and roleplaying suggestions that can connect characters of any class to a draconic theme. Chapter 2 discusses magic related to dragons, including new spells, magic items, and draconic gifts






