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Returning 35 results for 'non color ranger pdf'.
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Spells
Playerâs Handbook
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
Magic Items
Tashaâs Cauldron of Everything
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.
Spells
Elemental Evil Player's Companion
direction. This change lasts for 1 hour.
You change the waterâs color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water
, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Spells
Elemental Evil Player's Companion
flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapesâsuch as the vague form of a creature, an inanimate object, or a locationâto appear within the
flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Prestidigitation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1
hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Backgrounds
Guildmastersâ Guide to Ravnica
I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.
6
Every member of the conclave is my kin, and I would fight for any one
guilds, and often these new guild members maintain friendships with former guild mates.
Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Natureâs 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. Natureâs Mantle
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Natureâs 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->Princes of the Apocalypse
movement doesnât have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the waterâs color or opacity. The
multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You
multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and
that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You
multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and
that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous
make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
movement doesnât have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the waterâs color or opacity. The
multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hank Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunterâs Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
â R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
changing color as the sun moves across the sky. Many leonin matriarchs and other wise souls retire to Tethmos to share their wisdom with all the prides. In recent years, a few non-leonin traders have
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesnât count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
The walls of the tomb are lined with secret doors that
inhabited by the spirits of Iâjin or Kubazan receive advice when entering this area: Fickle Iâjin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is Iâjinâs favorite color
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
(wheelchair, brace, or cane) 4 Pronounced scar 5 Unusual eye color (or two different colors) 6 Tattoos or piercings 7 Birthmark 8 Unusual hair color 9 Bald, or braided beard or hair 10 Distinctive nose
harboring an unrequited passion. 9 The NPC nurses a powerful ambition. 10 The NPC is deeply dissatisfied or unhappy. Joy Ang Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
-Fizban
Your connection to the natural
gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
youâre a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold or clever? Whatever their nature, itâs your duty to follow their example
, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that youâre worthy to wield it. Special. If you attack with a double-bladed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribeâs warriors
itself on a success.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
takes on the color of its caste as it grows to adulthood. Green grungs are the tribeâs warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and
that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
has nothing of value on its deck or in the communal bunks below deck. However, two air elementals on the deck defend the vessel against intruders. They attack any non-elf that sets foot upon the ship
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of its gaping mouth will be sucked in and instantly teleported, to be âspat outâ nude at area 6, while all non-living matter in the characterâs possession goes to area 33. Northeast Devil Face. The
sculpture in the northeast corner is identical in size and placement to the one in the other corner, but it is tinged with a bluish color over the green. Any character that enters the mouth opening of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils. Unnatural Origin. Derro believe they were created by their god, Diirinka, but they are actually the
their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Throne Swarm Trap. The 20-foot-tall white throne is a magic trap that the Thayans might use if desperate. When any non-undead creature climbs onto it, a swarm of stinging insects pours out of the back of
wights to stand down. Aura. A detect magic spell cast on this area reveals an aura of transmutation magic around each hole, hinting at the presence of a magical effect. Blood Vines Trap. If a non-undead
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the
shrieking in rage.
To the northeast is a black gate.
Light. When the characters first enter this area, the walls give off dim light. Creatures. When any non-undead creature enters this area (which the






