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Returning 35 results for 'conditions ranger grace to her response'.
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Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Monsters
Candlekeep Mysteries
;{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on him.Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the
Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.
A strip of cloth was torn from the left sleeve of
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
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: mage hand, Tasha's hideous laughterReversal of Fortune. In response to
possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can’t be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing
monsters
Endless Footwork. When the herald’s Speed is 0, attack rolls made against it have Advantage, and if its Speed is 0 at the start of its turn, it takes 20 Necrotic damage.
Perfect Grace. The
. Success: Half damage only.Wave the Banner. Trigger: An ally of the herald’s within 60 feet misses with an attack roll or fails a saving throw. Response: The ally can reroll the d20 and must use the
monsters
Alchemical Implants. The dreshkan has Advantage on saving throws against Exhaustion and the Poisoned and Paralyzed conditions. Magic that restores a creature’s Hit Points restores only half
: A creature the dreshkan can see attacks the dreshkan and the attack roll misses by 5 or more. Response: The dreshkan makes a melee or ranged Needle attack against that creature.Because morlocks are
monsters
time. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the froghemoth, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
. The froghemoth has Advantage on the attack roll. Lashing Tongue. Trigger: A creature the froghemoth can see within 15 feet of it misses the froghemoth with an attack. Response: The froghemoth
monsters
Difficult Terrain caused by conditions on the ground, can move over liquids, and takes no damage from falling.
Magic Resistance. The invader has Advantage on saving throws against spells and other
condition until the start of the invader’s next turn.Otherworldly Slip. Trigger: The invader takes damage. Response: The invader teleports to an unoccupied space it can see within 60 feet and can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a slim, athletic build and stares at you with piercing green eyes. Around him are four younger individuals who are similarly balanced on other stone slabs.
With the grace of a bird, he floats down
+ 4 hit points, and all levels of exhaustion end on him.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a slim, athletic build and stares at you with piercing green eyes. Around him are four younger individuals who are similarly balanced on other stone slabs.
With the grace of a bird, he floats down
+ 4 hit points, and all levels of exhaustion end on him.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
you regain all expended uses when you finish a Short or Long Rest. Level 3: Vermin Lord Spells When you reach a Ranger level specified in the Vermin Lord Spells table, you thereafter always have the
listed spells prepared. Vermin Lord Spells Ranger Level Spells 3 [Tooltip Not Found] 5 Animal Messenger 9 [Tooltip Not Found] 13 Freedom of Movement 17 Contagion Level 7: Filth and Fortitude The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
courtyard is surrounded by weapon racks, balance beams, sandbags, and wooden training posts for striking. From sunrise to sunset, the inhabitants of the temple train here under harsh conditions. Violence is
Escape. Jade Tigress takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
courtyard is surrounded by weapon racks, balance beams, sandbags, and wooden training posts for striking. From sunrise to sunset, the inhabitants of the temple train here under harsh conditions. Violence is
Escape. Jade Tigress takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
At Ranger level 11, the extra Poison damage increases to 2d4, and you regain all expended
Effects last until the end of your next turn, unless its description states otherwise. Level 3: Green Reaper Spells When you reach a Ranger level specified in the Green Reaper Spells table, you thereafter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings. Various supernatural conditions might bring
Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings. Various supernatural conditions might bring
Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
search for the Morkoth. Weather conditions might hinder their search, but there is no chance of the castle’s being blown off course by a storm. Flying Mounts Because the Trackless Sea is vast and its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
search for the Morkoth. Weather conditions might hinder their search, but there is no chance of the castle’s being blown off course by a storm. Flying Mounts Because the Trackless Sea is vast and its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
enters a low fighting stance. His arms and hands move in a flurry, displaying unnatural grace and agility for a human of such advanced age.
“I have no weakness. No flaw. Show me your so-called power
hit points, and all levels of exhaustion end on him.
Bonus Actions
Nimble Escape. Bak Mei takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
necromantic arts, and seeking audiences with dark forces. The abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a
hair and deep green eyes, and carries himself with the grace of a dancer. A strip of cloth was torn from the left sleeve of Steel Crane’s white robe during the raid on Candlekeep, and Steel Crane
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
enters a low fighting stance. His arms and hands move in a flurry, displaying unnatural grace and agility for a human of such advanced age.
“I have no weakness. No flaw. Show me your so-called power
hit points, and all levels of exhaustion end on him.
Bonus Actions
Nimble Escape. Bak Mei takes the Disengage or Hide action.
Reactions
Deflect Missile. In response to being hit by a ranged
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
necromantic arts, and seeking audiences with dark forces. The abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a
hair and deep green eyes, and carries himself with the grace of a dancer. A strip of cloth was torn from the left sleeve of Steel Crane’s white robe during the raid on Candlekeep, and Steel Crane
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can’t be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative
will: mage hand, Tasha’s hideous laughter
Bonus Actions
Nimble Escape. The nilbog takes the Disengage or Hide action.
Reactions
Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6) hit points.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Reactions
Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Kobold Warrior Small
underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken’s next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can’t take this action again until the start of its next turn.