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Returning 35 results for 'condition rangers glory to have reddit'.
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Monsters
Monster Manual
", "rollAction":"Shockwave of Glory", "rollDamageType":"Force"} Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The empyrean can’t take this action
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
", "rollAction":"Shockwave of Glory", "rollDamageType":"Force"} Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The empyrean can’t take this action
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
have the prone condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12
Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefox’s next turn.By
Monsters
The Book of Many Things
throw. On a failed save, a creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Solar Flare", "rollDamageType":"radiant"} radiant damage and has the blinded condition until
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Monsters
Spelljammer: Adventures in Space
;opportunity attacks.
Rallying Cry. The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it.
Weapon of Choice (2 Actions). The giff makes two
rewards for valor.
Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.
Lullaby of Honks (Recharge 5–6;{"diceNotation":"1d6", "rollType":"recharge
condition for 8 hours. This effect ends early for a creature if it takes damage or another creature uses an action to shake it awake.Astonishingly aggressive geese populate the marshes of Eldraine. Legends
Monsters
Bigby Presents: Glory of the Giants
Constitution saving throw; on a failed save, the creature has the poisoned condition until the end of its next turn.Some fomorians search for the arcane glory their kind possessed before their banishment
":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Spellcasting. The
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes
Monsters
Vecna: Eve of Ruin
, the target has the incapacitated condition until the start of Alustriel’s next turn. On a successful save, the target’s speed is reduced by 10 feet until the start of Alustriel’s
good. She has traveled far and established safe houses across the planes—such as her sanctum in the city of Sigil. Alustriel doesn’t seek personal glory or wealth; her style of influencing
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Glacier Throw", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Glacial Upheaval (Recharge 5–6
or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed, the scion’s cradle of the frost scion;cradle animates as a bipedal figure formed of
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people
than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
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
40 ft.
STR
3 (–4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition
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
40 ft.
STR
3 (–4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition
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
(+4)
DEX
10 (+0)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Wis +7, Cha +7
Skills Arcana +6, History +6
Condition Immunities blinded, charmed
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
(+4)
DEX
10 (+0)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Wis +7, Cha +7
Skills Arcana +6, History +6
Condition Immunities blinded, charmed
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
(–4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
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
condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Entangling Arrow (Elf or Hybrid Form Only). Ranged Weapon
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
(–4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
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
condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Entangling Arrow (Elf or Hybrid Form Only). Ranged Weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Points 68 (8d10 + 24)
Speed 0 ft., fly 30 ft. (hover)
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (−1)
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin Subclasses A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass. This section presents the Oath of Devotion, Oath of Glory
condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. Level 15: Smite of Protection Your magical smite now radiates
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin Subclasses A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass. This section presents the Oath of Devotion, Oath of Glory
condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. Level 15: Smite of Protection Your magical smite now radiates
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Points 68 (8d10 + 24)
Speed 0 ft., fly 30 ft. (hover)
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (−1)
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and
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
)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 0
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
)
Skills Perception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 0
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Green Reaper Slay with Nature’s Venom
Green Reapers are assassins who specialize in harnessing the toxic elements of flora and fauna. These Rangers often work as killers for hire utilizing their
attack deals an extra 1d6 Poison damage and the target gains the Poisoned condition until the end of your next turn. You may also add a Toxin Effect, chosen from the appropriate list below. All Toxin
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Thoughts, Knock 9 Fear, Tongues 13 Divination, Locate Creature 17 Insect Plague, Scrying Level 7: Aura of Clarity You and your allies have Immunity to the Blinded condition while in your Aura of
Protection. If a Blinded ally enters the aura, that condition has no effect on that ally while there. Additionally, you can see Invisible creatures within your Aura of Protection. Level 15: Compel Confession
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
marked the glory of Istar, these drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones
, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands the languages