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                        Returning 35 results for 'class wilds rangers'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
                                                
                                            
                                                
                                                     7 GP; or (B) 150 GP  Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (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
                                                
                                            
                                                
                                                     skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                    Rangers Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man’s heavy leather sleeve.
 “You have seen the drow?” Montolio asked.
 The owl
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
                                                
                                            
                                                
                                                     hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Martial Versatility 4th-level ranger feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will
                                                
                                            
                                                
                                                     wilds. She has many shrines, particularly in the Savage Frontier. Most consist of a dead tree trunk into which has been carved a likeness of her holy symbol, a unicorn’s head. Alternatively, the likeness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Ogre Chitterlord When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations
                                                
                                            
                                                
                                                    , these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond. Nereida  An ogre chitterlord exercises control over
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
                                                
                                            
                                                
                                                     shorelines where the wilds meet the ocean. These creatures are aptly named; their bites are known to snap giants’ arms cleanly in half. Nicholas Gregory  Snapping hydras have naturally long life spans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds. An archon appears as a
                                                
                                            
                                                
                                                     ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Gingerbrute “The unlabeled vial was not vanilla extract after all.”
 —Todwin Mallow, now-destitute baker
 Gingerbread cookies baked in the wilds of Eldraine—or made from ingredients grown there
                                                
                                            
                                                
                                                     gingerbrute, the cookie causes mayhem throughout the kitchen before running to the wilds where its ingredients originated. Many witches of Dunbarrow craft gingerbrutes intentionally, whipping them into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Heroes of the Dragon Sorcerers whose magic comes from a draconic origin, rangers with a drake companion, and monks who learn the ways of dragon masters are not the only adventurers whose skills
                                                
                                            
                                                
                                                    , spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
                                                
                                            
                                                
                                                     Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present
                                                
                                            
                                                
                                                    . Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Gods and Divine Magic Divine magic—which includes the spells cast by Clerics, Druids, Paladins, and Rangers—is mediated through beings and forces that are categorized as divine. These can include
                                                
                                            
                                                
                                                     Paladin class description in the Player’s Handbook offers some suggestions for how a player might roleplay a situation where their Paladin has broken their oath. You can also decide how NPCs react to a character whose behavior doesn’t square with the ideals implied by the Holy Symbol the character wears.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                    Living Ship  Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air envelope
                                                
                                            
                                                
                                                      Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 250 Crew: 5 (plus the treant) Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Speed: fly 40 ft. (4½ mph) Cost: 25,000 gp  Ballista (Crew: 3) Armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     known to form strong friendships with humanoids, particularly rangers and wizards. Tressym
 Tiny monstrosity, chaotic neutral
  
 Armor Class 12
 Hit Points 5 (2d4)
 Speed 40 ft., climb 30 ft., fly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Deathless Rider Igor Krstic  “Headed to the wilds? Beware the dead riders who serve the Shadow Queen.”
 —Scalan, Edgewall innkeeper
 Legends told in the courts of Eldraine suggest that the
                                                
                                            
                                                
                                                     through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen. In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
                                                
                                            
                                                
                                                    . OUPHES
 Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.  A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
                                                
                                            
                                                
                                                     for the rest of their careers. The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats
                                                
                                            
                                                
                                                     familiar spell can choose to conjure a tressym instead of a normal cat. Tressym
 Tiny monstrosity, chaotic neutral
 Armor Class 12
 Hit Points 5 (2d4)
 Speed 40 ft., climb 30 ft., fly 40 ft.
   STR
 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Goose Mother Astonishingly aggressive geese populate the marshes of Eldraine. Legends tell that these geese descend from a monstrous many-headed bird that dwells deep within the wilds. Though the
                                                
                                            
                                                
                                                     knights of Eldraine consider its existence a myth, the folk of the wilds know that the Goose Mother is real. Jesper Ejsing  Centuries ago, an enterprising witch created a frothy stew composed of hydra’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     wrong about everything. Few Acq Inc franchises set their roots or undertake all their business in urban areas. As such, countless adventures will call a franchise into the wilds, where a qualified
                                                
                                            
                                                
                                                    -seeking arrows will never find lack of use. Rangers like to work alone, but it is convenient when others are around to draw the arrows to themselves.
 — Môrgæn
 Control of the Market The notion of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore
                                                
                                            
                                                
                                                     Class 12
 Hit Points 5 (2d4)
 Speed 40 ft., climb 30 ft., fly 40 ft.
   STR
  3 (–4)
 
  DEX
  15 (+2)
 
  CON
  10 (+0)
 
  INT
  11 (+0)
 
  WIS
  12 (+1)
 
  CHA
  12 (+1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the
                                                
                                            
                                                
                                                     addressed with the honorific “Syr,” are revered as champions, heroes, and paragons of virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins. In addition, Sir Jared, detailed at the end of the chapter, can serve as a model for
                                                
                                            
                                                
                                                     knights with a lower challenge rating. Solar Bastion Knight Medium Humanoid (Paladin), Typically Neutral Good
 Armor Class 20 (plate armor, shield)
 Hit Points 150 (20d8 + 60)
 Speed 30 ft.
  STR
 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
                                                
                                            
                                                
                                                     to avoid harm, re-forming at a distance to continue its assault.   Frostmourn Huge Undead, Typically Neutral Evil
 Armor Class 13 (natural armor)
 Hit Points 195 (17d12 + 85)
 Speed 40 ft.
  STR
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
                                                
                                            
                                                
                                                     groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
 Armor Class 17 (natural armor)
 Hit Points 171 (18d10 + 72)
 Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keep’s halls as its inhabitants
                                                
                                            
                                                
                                                     bodies would forever transform to match their hearts’ selfish and bestial natures. Redtooth Werefox Medium Monstrosity (Elf), Any Alignment
 Armor Class 13
 Hit Points 60 (11d8 + 11)
 Speed 30 ft. in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect
                                                
                                            
                                                
                                                     swimmers from sharks and other aquatic predators. Dolphin
 Medium Beast, Unaligned
 Armor Class 12 (natural armor)
 Hit Points 11 (2d8 + 2)
 Speed 0 ft., swim 60 ft.
   STR
  14 (+2) 
 
  DEX
                                                
                                            
                                        





