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Returning 35 results for 'concoction ranger gain to her require'.
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connection ranger gain to her requires
concoctions ranger gain to her requires
connection ranger gain to her require
connection rage gain to her required
connection rage gain to her requires
Equipment
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Magic Items
Dungeon Master’s Guide (2024)
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.
Classes
Player’s Handbook
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Monsters
Waterdeep: Dragon Heist
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Mechanical. The swarm is made up of Tiny constructs and doesn't require air, food, drink, or sleep.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Magic Items
Tasha’s Cauldron of Everything
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 weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
Monsters
Van Richten’s Guide to Ravenloft
it turn inside an object.
Unusual Nature. The gallows speaker doesn’t require air, food, drink, or sleep.Foretelling Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
gallows speaker might gain insight into any of its many deaths.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can’t regain hit points or gain
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Monsters
Van Richten’s Guide to Ravenloft
creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate.
Unusual Nature. The carrionette doesn’t require air, food, drink, or sleep.Silver Needle. Melee
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
Monsters
Van Richten’s Guide to Ravenloft
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
","rollDamageType":"psychic"} psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the stone cursed isn’t a statue.
Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep.Petrifying Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise
Monsters
Spelljammer: Adventures in Space
Nature. The apparition doesn’t require air, drink, food, or sleep.Radiant Eruption. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Radiant Eruption
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
Monsters
Guildmasters’ Guide to Ravnica
mount gain advantage on Dexterity saving throws.Multiattack. The specter makes two scythe attacks.
Scythe. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Scythe
and its gloamwing mount don’t require air, food, drink, or sleep.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
the Underworld. The people of Theros know these fiends as demons.
Immortal Nature. A demon of Theros doesn’t require food, drink, or sleep.
FIENDS OF THEROS
On Theros, the term “demon
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
Monsters
Eberron: Rising from the Last War
as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence
powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms
Monsters
Icewind Dale: Rime of the Frostmaiden
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass
Backgrounds
Baldur’s Gate: Descent into Avernus
innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of
neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in
Magic Items
The Book of Many Things
. While wielding it, you also gain the following benefits:
Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next
you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Orcus
Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait.
Undying Soul
Magic Items
Keys from the Golden Vault
appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some
. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
magic-items
using this weapon, you can expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require
the natural magic found in the elements of nature.
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
magic-items
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this weapon, you can expend a Ranger spell
magic-items
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this blowgun, you can expend a Ranger spell
magic-items
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this blowgun, you can expend a Ranger spell
magic-items
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this weapon, you can expend a Ranger spell slot
magic-items
natural magic found in the elements of nature.
While holding this magic flail, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this flail, you can expend a Ranger spell slot to
magic-items
natural magic found in the elements of nature.
While holding this magic glaive, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this glaive, you can expend a Ranger spell slot
magic-items
natural magic found in the elements of nature.
While holding this magic greataxe, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this greataxe, you can expend a Ranger
magic-items
natural magic found in the elements of nature.
While holding this magic greatclub, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this greatclub, you can expend a Ranger
magic-items
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration. Additionally, the
the natural magic found in the elements of nature.
While holding this magic greatsword, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and
magic-items
expend a Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter’s Mark in this way it does not require Concentration
the natural magic found in the elements of nature.
While holding this magic hand crossbow, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls
magic-items
natural magic found in the elements of nature.
While holding this magic lance, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this lance, you can expend a Ranger spell slot to
magic-items
Ranger spell slot to cast Hunter's Mark on the target as part of the same action used to make the attack. When you cast Hunter's Mark in this way it does not require Concentration. Additionally, the
the natural magic found in the elements of nature.
While holding this magic light hammer, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls