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Returning 35 results for 'conjure ranger grand to her requires'.
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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
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
Species
Van Richten’s Guide to Ravenloft
locals seeking grand fortunes for their children.
Tepest. Many of the children in the town of Viktal are hexbloods who exhibit their supernatural natures from a young age. Each youngster is
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
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
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
Monsters
Fizban's Treasury of Dragons
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
than towers and enclose a terraced, open-air amphitheater that serves the dragon as a parlor.
Ice Sculptures. In each of the areas enclosed by the anterior spires and the grand spires, four ice
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
or injury in any creature saddens me.
7
I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life.
8
Nature offers rich and abundant metaphors
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
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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->D&D Beyond Basic Rules
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->D&D Beyond Basic Rules
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->Player’s Handbook
Conjure Volley Level 5 Conjuration (Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. Nature’s Mantle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. Nature’s Mantle
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Moon Sickle Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Moon Sickle Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) 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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is