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Returning 35 results for 'nature core ranger pdf'.
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
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
":"1d8+4","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then
Classes
Tasha’s Cauldron of Everything
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Classes
Tasha’s Cauldron of Everything
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
Monsters
Mythic Odysseys of Theros
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons.
Immortal Nature
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
of their inner nature, something that emerges as the shifter’s personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s
Species
Wayfinder's Guide to Eberron
’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
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
Species
Wayfinder's Guide to Eberron
’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
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Fizban's Treasury of Dragons
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Monsters
Fizban's Treasury of Dragons
seeing the deepest places in the ocean.
8
I find I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
magic-items
These weapons are carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Their hilts and shafts are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
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
magic-items
This battleaxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
magic-items
This blowgun is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the
magic-items
This dart is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
magic-items
This flail is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic flail, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
magic-items
This glaive is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic glaive, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
magic-items
This greataxe is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic greataxe, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
magic-items
This greatclub is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic greatclub, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the
magic-items
This greatsword is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic greatsword, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and
magic-items
This hand crossbow is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic hand crossbow, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls
magic-items
This lance is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the
natural magic found in the elements of nature.
While holding this magic lance, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
magic-items
This light hammer is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels
the natural magic found in the elements of nature.
While holding this magic light hammer, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls