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Returning 35 results for 'defense sphere ranger'.
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classes
Xanathar's Guide to Everything
elementals — that work to preserve life and the order of the planes.
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
Distant Strike, Planar Warrior (2d8)
15th
Spectral Defense
Monsters
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik’s next turn.Second son of Duke Thalamra
classes
Xanathar's Guide to Everything
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
Slayer Magic, Hunter’s Sense, Slayer’s Prey
7th
Supernatural Defense
11th
Magic-User’s Nemesis
15th
Slayer’s Counter
classes
Xanathar's Guide to Everything
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
Slayer Magic, Hunter’s Sense, Slayer’s Prey
7th
Supernatural Defense
11th
Magic-User’s Nemesis
15th
Slayer’s Counter
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fiery Explosion
Monsters
Mordenkainen's Fiendish Folio Volume 1
Needle Defense. Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.Multiattack
damage.A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created
classes
Xanathar's Guide to Everything
elementals — that work to preserve life and the order of the planes.
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
Distant Strike, Planar Warrior (2d8)
15th
Spectral Defense
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Forge Hammer", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the
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
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
Ancient Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a
Monsters
Storm King's Thunder
with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns that make up its lair if
stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
. Does a Monster Slayer ranger’s Supernatural Defense feature apply if a creature damages the ranger, thus causing the ranger to make a Constitution saving throw to maintain concentration on a spell? Yes.
Ranger There is no component pouch option in the ranger’s starting equipment. Does the class not need one, nor a focus for spells? Like other spellcasters, the ranger follows the rule on components
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
council room at the center of the Preserve, by unanimous consent they can erect a diamond sphere that envelops the entire city. The diamond sphere resembles the Auroral Diamond in texture and color and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
council room at the center of the Preserve, by unanimous consent they can erect a diamond sphere that envelops the entire city. The diamond sphere resembles the Auroral Diamond in texture and color and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Subclass A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass. Hunter Protect Nature
Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this
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
wide and high.
Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, 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
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
walkways around the trees. Like many other settlements raided by the dragon, pulley-operated platforms connect the two levels of the village, and provide an excellent defense against the orcs that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
walkways around the trees. Like many other settlements raided by the dragon, pulley-operated platforms connect the two levels of the village, and provide an excellent defense against the orcs that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Monster Slayer Features Ranger Level Feature 3rd Monster
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot
-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
Rogue: Replace with Bard or Ranger
Wizard: Replace with Bard, Sorcerer, or Warlock
Write Your Level Write your character’s level on your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
Druid
Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
Rogue: Replace with Bard or Ranger
Wizard: Replace with Bard, Sorcerer, or Warlock
Write Your Level Write your character’s level on