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Returning 35 results for 'conditions rangers gain to her recovery'.
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condition ranger gain to her recover
condition ranger gain to her recovered
Spells
Player’s Handbook
. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Classes
Player’s Handbook
; 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
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
Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
in the Wizard Features table.
As a Multiclass Character
Gain the Hit Point Die from the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed in the Wizard
Magic Items
Dungeon Master’s Guide (2024)
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Magic Items
Dungeon Master’s Guide (2024)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Magic Items
Tasha’s Cauldron of Everything
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard
spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Magic Items
Fizban's Treasury of Dragons
Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
). You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
Monsters
The Book of Many Things
, Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage
Classes
Fizban's Treasury of Dragons
-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Consider the source of the
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Magic Items
Storm King's Thunder
decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt recognize the weapon on sight and attack any giant that wields it.
You gain a +1
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
Classes
Fizban's Treasury of Dragons
-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Consider the source of the
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Monsters
Mythic Odysseys of Theros
AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its
":"slashing"} slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC.
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
normal if they have been reduced and it regains all lost hit points. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.
If Shub
spells
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal
to twice the roll’s total. You gain the creature type of the spell’s target, in addition to your own type.
While the spell lasts, you have Immunity to the Poisoned condition; you no
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
magic-items
This armor is made from fey leathers and magical plates, infused with the chemical solutions found in some constructs and empowered with the heart of a gorgon.
While attuned to this armor, you gain
an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from yourself
Feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
Defy Death. You have Advantage on Death
Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
magic-items
breastplate, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
plate armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following
conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Half Plate Armor requires a Very Rare Workshop and
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
magic-items
studded leather armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the
following conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Studded Leather Armor requires a Very Rare
magic-items
shirt, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
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