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Returning 35 results for 'conjure ranger guardians to her reflect'.
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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
Guildmasters’ Guide to Ravnica
, druidcraft
3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion
1/day each: conjure fey, mass cure wounds
Legendary Resistance (3/Day). If Trostani
. Trostani casts dispel magic.
Chorus of the Conclave (Costs 2 Actions). Trostani casts suggestion. This counts as one of her daily uses of the spell.
Awaken Grove Guardians (Costs 3 Actions
Species
Wayfinder's Guide to Eberron
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Species
Wayfinder's Guide to Eberron
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Monsters
Guildmasters’ Guide to Ravnica
regains hit points equal to half the amount of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it
Actions). The Obzedat ghosts conjure 1d6;{"diceNotation":"1d6","rollType":"roll"} indentured spirit;indentured spirits within 60 feet of one of them.The ghosts who make up the Obzedat are
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
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
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
monsters
fury. Once animated, the dolls reflect this dual nature: acting as silent guardians one moment and vengeful specters the next.Poison
monsters
, Guiding Bolt, Hold Person, Spirit Guardians, Spiritual Weapon
1/Day Each: Flame Strike, Heroes' Feast, Insect PlagueThe most powerful caligni spellcasters often become leaders of enclaves. They
in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
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
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->Grim Hollow: Player’s Guide
Ranger Subclasses
Rangers in Etharis are skilled and knowledgeable warriors. Ranging from master assassins and poison experts to stalwart guardians of the natural world and commanders of vast
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->Volo's Guide to Monsters
Humble Guardians Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the
durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Humble Guardians Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the
durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th Level Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th Level Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
if you’re not a spellcaster, the Magic Initiate feat can provide you with a few spells to reflect a basic initiation into the druidic mysteries. A Land with No Lords. The Reachers are fiercely