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Returning 35 results for 'collect ranger grasping to her religion'.
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Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
. Grippli religion is based in animism and nature spirits; the frogfolk do not pay reverence to a single deity, but they might beseech a particular nature spirit for aid from time to time.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
such creatures as a hunter tracks down a wild animal. 4 You find your foe fascinating, and you collect books of tales and history concerning it. 5 You collect tokens of your fallen enemies to remind you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sworn Enemy Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character’s early life, or it might be entirely a matter
such creatures as a hunter tracks down a wild animal. 4 You find your foe fascinating, and you collect books of tales and history concerning it. 5 You collect tokens of your fallen enemies to remind you
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
three statues depict Cynidicea’s ancient gods: Gorm, Usamigaras, and Madarua. A character who studies the statues and succeeds on a DC 15 Intelligence (Religion) check recognizes the lost gods—who might
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
three statues depict Cynidicea’s ancient gods: Gorm, Usamigaras, and Madarua. A character who studies the statues and succeeds on a DC 15 Intelligence (Religion) check recognizes the lost gods—who might
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
might. Then swear the Oath of Devotion to emulate the angels of justice. Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the Hunter to protect nature with martial
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
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
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
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
the dais when the cultists appear must sacrifice a creature on the altar or face the cult’s wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
the dais when the cultists appear must sacrifice a creature on the altar or face the cult’s wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
the Oath of...
Devotion to emulate the angels of justice.
Glory to reach the heights of heroism.
The Ancients to preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
the Oath of...
Devotion to emulate the angels of justice.
Glory to reach the heights of heroism.
The Ancients to preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
seating? Do you have any other notes or concerns? Once you’ve completed this survey, distribute it to your players, give them a window of time to respond, then collect the results. Use this information to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
memories. They collect the histories and lore of those they live among, guarding cultures’ stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their
+4 Dex 18 +4 +8 Con 16 +3 +7 Mod Save Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8
Skills Arcana +11, History +11, Religion +11
Immunities Poison; Charmed, Paralyzed, Poisoned, Restrained
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
seating? Do you have any other notes or concerns? Once you’ve completed this survey, distribute it to your players, give them a window of time to respond, then collect the results. Use this information to