Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consulting ranger grasp to have respond'.
Other Suggestions:
consulting ranger grace to have response
consulting ranger grand to have response
consulting ranger grave to have response
consulting ranger group to have response
consulting ranges group to have response
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fine. But if there’s no money changing hands, how do you measure the value of the work? The Silver Sliver exemplifies what goes wrong when good people fail to grasp the complexities of the world. They
Silver Sliver on multiple occasions that I’m available for consulting on things like this. No response, though. The organization is said to be headed up by someone named Glimmr Violente: a woman
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fine. But if there’s no money changing hands, how do you measure the value of the work? The Silver Sliver exemplifies what goes wrong when good people fail to grasp the complexities of the world. They
Silver Sliver on multiple occasions that I’m available for consulting on things like this. No response, though. The organization is said to be headed up by someone named Glimmr Violente: a woman
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–15
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
hunting guild might also hire the expertise of an adventuring party directly, consulting a wizard in matters of the arcane, or asking a ranger to guide them through a dense wilderness. Conversely
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–15
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10
, paladin
Racial Increases
Mountain dwarf (+2), Dragonborn (+2), Half-orc (+2), Human (+1)
Dexterity
Important for: Monk, ranger, rogue
Racial Increases: Elf (+2), Halfling (+2), Forest
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choice.
After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10
, paladin
Racial Increases
Mountain dwarf (+2), Dragonborn (+2), Half-orc (+2), Human (+1)
Dexterity
Important for: Monk, ranger, rogue
Racial Increases: Elf (+2), Halfling (+2), Forest
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(especially if they have learned of the cult after a fight at the barn at area G5), Old Fargo becomes distraught and begs them to rescue his son from Viallis’s grasp. G3. Lord Viallis’s House Lord Viallis
close attention to Faerl’s house (area G4) and to any strangers in the village. If the characters ask them any questions about Viallis, the cultists respond by attacking. If they see the previously
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(especially if they have learned of the cult after a fight at the barn at area G5), Old Fargo becomes distraught and begs them to rescue his son from Viallis’s grasp. G3. Lord Viallis’s House Lord Viallis
close attention to Faerl’s house (area G4) and to any strangers in the village. If the characters ask them any questions about Viallis, the cultists respond by attacking. If they see the previously
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
benefits: Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20. Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you
portal open or closed for 1 hour. For that duration, the portal doesn’t respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action. Portal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
benefits: Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20. Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you
portal open or closed for 1 hour. For that duration, the portal doesn’t respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action. Portal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must
adventurers, preferring to pick off lone prey, but if attacked, they respond in kind. Offering food and drink to the nothics loosens their tongues, but these ones speak and understand only Loross (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must
adventurers, preferring to pick off lone prey, but if attacked, they respond in kind. Offering food and drink to the nothics loosens their tongues, but these ones speak and understand only Loross (see
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
(area M17), where Anish is consulting with the rest of the monks. M6: Scriptorium This long, narrow room has four stained-glass windows depicting pastoral scenes and two writing desks with wooden chairs
sagging cowl. The hands of each statue grasp a ceremonial sconce that looks like it’s meant to hold a torch. A closed wooden cabinet stands against the east wall.
A character who examines the chamber
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
doing? “I am Belak, called the Outcast. My circle expelled me, the fools. Why? Because I dared to expand nature’s reach in ways they couldn’t grasp. I have found what I sought in the Gulthias Tree
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
can respond telepathically. Unearthly Roads Currents of magic run through the world—invisible, artery-like networks that exert subtle influence and connect disparate lands. The greatest of these
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
can respond telepathically. Unearthly Roads Currents of magic run through the world—invisible, artery-like networks that exert subtle influence and connect disparate lands. The greatest of these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
doing? “I am Belak, called the Outcast. My circle expelled me, the fools. Why? Because I dared to expand nature’s reach in ways they couldn’t grasp. I have found what I sought in the Gulthias Tree
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle attract attention from areas E6, E8, and E9. The ogres in area E9 are particularly slow to respond, however. E8. Priests’ Room Three beds, each with a footlocker, take up most of this room. Sets of
while the other is sitting at a desk, consulting a tome and writing. Treasure One of the priests carries a potion of fire breath. The footlockers contain a total of 36 sp and 19 gp. E9. Ogre Den Two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle attract attention from areas E6, E8, and E9. The ogres in area E9 are particularly slow to respond, however. E8. Priests’ Room Three beds, each with a footlocker, take up most of this room. Sets of
while the other is sitting at a desk, consulting a tome and writing. Treasure One of the priests carries a potion of fire breath. The footlockers contain a total of 36 sp and 19 gp. E9. Ogre Den Two