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Returning 35 results for 'conjure ranger gift to her requires'.
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Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can
Magic Items
Dungeon Master’s Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Plane by the ancient hero whose
Monsters
Acquisitions Incorporated
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
(3 slots): pass without trace, spike growth
3rd level (2 slots): conjure animalsMultiattack. Môrgæn makes three attacks with her scimitars or her longbow.
Scimitars. Melee Weapon Attack: +6
Monsters
Spelljammer: Adventures in Space
glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM’s choice).Magical Gift (1/Day). The chwinga targets a Humanoid it can see
spelljamming ships or ride around on space guppy;space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master
Monsters
Bigby Presents: Glory of the Giants
"}; on a roll of 3 or lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must
the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense, often in
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing the
elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what
Monsters
Keys from the Golden Vault
successful one.Sythian Skalderang has been blessed by the demon lord Graz’zt. Graz’zt’s gift to Sythian manifests in several ways, including Sythian’s ability to conjure
Fear of Frogs and Toads. Sythian is frightened while he is within 20 feet of a frog or a toad (of any size) that he can see.
Graz’zt’s Gift. Sythian’s AC includes his Charisma
Magic Items
Storm King's Thunder
much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your
finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two
items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It
Magic Items
Storm King's Thunder
;t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune
there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen
Magic Items
Storm King's Thunder
a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The
transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing
the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express
Magic Items
Storm King's Thunder
, you can’t use it again until you finish a long rest.
Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where
you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of
Magic Items
Storm King's Thunder
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
; by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Soul Burst", "rollDamageType":"necrotic"} necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt.
Reaping Scythe (Requires
conjure an aura of tormented souls for protection.
Death Giants
Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to
Magic Items
Storm King's Thunder
-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
Mark of Courage. As a bonus action, you can touch the unfurled banner and
rest.
Gift of Battle. You can transfer the banner’s magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical
Species
Van Richten’s Guide to Ravenloft
considered a gift from the town’s patron deity, who is known as Mother.
BECOMING A HAG
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
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
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
Members of the Selesnya Conclave refer to their magic as “doruvati,” a Sylvan word meaning “gift.” When you use these gifts of Mat’Selesnya, graceful swirls of green and
Monsters
Van Richten’s Guide to Ravenloft
5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). It requires no
pawns. They also ironically bear their hated founder’s name, for they know it is his original deathly gift that gives them their horrific powers.
Boons of Undeath
When a priest of Osybus drops
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a
rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires
Monsters
Locathah Rising
person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
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
Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
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
Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Barrage Level 3 Conjuration (Ranger) Casting Time: Action
Range: Self
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the
weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conjure Animals. Once used three times, the Charm vanishes from you. Charm of Darkvision Supernatural Gift (Charm) This Charm allows you to cast Darkvision. Once used three times, the Charm vanishes from
can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time, range, and duration; if the spell requires Concentration, the