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Returning 35 results for 'court ranger grasping to have requires'.
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Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
its former glory, or seeking to help travelers and remote communities beset by troubles.
Achieving knighthood in one of the courts requires a quest that proves one’s excellence in that court
Knightly Virtue. The knight has one of the following traits, depending on the court it serves:
Courage (Embereth). The knight has advantage on Wisdom checks and Wisdom saving throws.
Knowledge
Monsters
Eberron: Rising from the Last War
’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered
Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Monsters
Locathah Rising
, 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
;{"diceNotation":"6d6","rollType":"roll","rollAction":"Balm of the Summer Court"} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
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
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
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
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
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
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
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
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
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
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
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkvision Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a dried carrot)
Duration: 8 hours
For the duration, a willing
creature you touch has Darkvision with a range of 150 feet. DAVID ASTRUGA An elf Cleric uses the spell Daylight to bring the light of dawn to a vampire court
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
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
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->Mythic Odysseys of Theros
Court of Orestes Features Beyond the entrance along the Khystonos River, the Court of Orestes is a crumbling, centuries-old tomb. Inside, its walls are made of thick stone blocks, and the ceiling is
about 10 feet high. Unless otherwise noted, the crypt’s doors have no hinges; each is a rectangular slab that requires a successful DC 12 Strength (Athletics) check to shimmy out of place. When the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Court of Orestes Features Beyond the entrance along the Khystonos River, the Court of Orestes is a crumbling, centuries-old tomb. Inside, its walls are made of thick stone blocks, and the ceiling is
about 10 feet high. Unless otherwise noted, the crypt’s doors have no hinges; each is a rectangular slab that requires a successful DC 12 Strength (Athletics) check to shimmy out of place. When the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes
Conjuration Yes No Druid, Ranger 2nd Tasha’s Mind Whip Enchantment No No Sorcerer, Wizard 3rd Intellect Fortress Abjuration Yes No Artificer, Bard, Sorcerer, Warlock, Wizard 3rd Spirit Shroud Necromancy
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes
Conjuration Yes No Druid, Ranger 2nd Tasha’s Mind Whip Enchantment No No Sorcerer, Wizard 3rd Intellect Fortress Abjuration Yes No Artificer, Bard, Sorcerer, Warlock, Wizard 3rd Spirit Shroud Necromancy
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into