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                        Returning 35 results for 'none conjure ranger pdf'.
                    
                
                        
                            
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                                        non conjure ranger pdf
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                                
                                                     (3 slots): pass without trace, spike growth
3rd level (2 slots): conjure animalsMultiattack. Môrgæn makes three attacks with her scimitars or her longbow.
Scimitars. Melee Weapon Attack: +6
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
                                                
                                            
                                                
                                                     there previously were none.
Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M   Level 3 Ranger Spells   Spell School Special   Conjure Animals Conjuration C Conjure
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M   Level 3 Ranger Spells   Spell School Special   Conjure Animals Conjuration C Conjure
                                                
                                            
                                                
                                                     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 (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
                                                
                                            
                                                
                                                     Object
 Pass without Trace
 
  Protection from Poison
 Silence
 Spike Growth
3rd Level   Conjure Animals
 Conjure Barrage
 Daylight
 
  Lightning Arrow
 Nondetection
 Plant Growth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Conjure Barrage Level 3 Conjuration (Ranger) Casting Time: Action
 Range: Self
 Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
 Duration: Instantaneous
 You brandish the
                                                
                                            
                                                
                                                     weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Ranger Spells  1st Level
 Alarm
 Animal Friendship
 Cure Wounds
 Detect Magic
 Detect Poison and Disease
 Fog Cloud
 Goodberry
 Hunter’s Mark
 Jump
 Longstrider
 Speak with Animals
 2nd
                                                
                                            
                                                
                                                    
 3rd Level
 Conjure Animals
 Daylight
 Nondetection
 Plant Growth
 Protection from Energy
 Speak with Plants
 Water Breathing
 Water Walk
 Wind Wall
 4th Level
 Conjure Woodland Beings
 Freedom of Movement
 Locate Creature
 Stoneskin
 5th Level
 Commune with Nature
 Tree Stride
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You conjure nature spirits that flit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You conjure nature spirits that flit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Conjure Volley Level 5 Conjuration (Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
 Duration: Instantaneous
 You brandish the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    : 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength
                                                
                                            
                                                
                                                    Class Features As a ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You conjure nature spirits that appear as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Conjure Animals Level 3 Conjuration (Druid, Ranger) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You conjure nature spirits that appear as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     have access to it. If you’d like to use any of these spells, talk to your DM, who may allow some, all, or none of them.  Spells   Level Spell School Conc. Ritual Class   0 Booming Blade Evocation No No
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Cordon of Arrows Level 2 Transmutation (Ranger) Casting Time: Action
 Range: Touch
 Components: V, S, M (an ornamental braid)
 Duration: 8 hours
 You touch up to four nonmagical Arrows or Bolts
                                                
                                            
                                                
                                                     ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. Using
                                                
                                            
                                        
                                                     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->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     ranger spells prepared:
 1st level (4 slots): alarm, animal friendship, hunter’s mark
 2nd level (3 slots): pass without trace, spike growth
 3rd level (2 slots): conjure animals
 Actions
                                                
                                            
                                                
                                                    Môrgæn If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser
                                                
                                            
                                        
                                                     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->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 Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s 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->Player’s Handbook
                                                    
                                                
                                            
                                                    Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
 Range: 90 feet
 Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
                                                
                                            
                                                
                                                    , Poisoned
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages Primordial, understands the languages you know
 CR None (XP 0; PB equals your Proficiency Bonus)
 Traits
 Amorphous Form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Earth Elemental Primal Spirit of Soil and Stone Habitat: Mountain, Planar (Elemental Plane of Earth), Underdark; Treasure: None Chris Cold  Primal spirits from the Elemental Plane of Earth merge with
                                                
                                            
                                                
                                                     Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Air Elemental Primal Spirit of Wind and Storm Habitat: Desert, Mountain, Planar (Elemental Plane of Air); Treasure: None   Chris Cold   
  Energetic spirits from the Elemental Plane of Air, air
                                                
                                            
                                                
                                                     elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Invisible Stalker Unseen Magical Assassin Habitat: Urban; Treasure: None Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing
                                                
                                            
                                                
                                                     more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Summon Beast Level 2 Conjuration (Druid, Ranger) Casting Time: Action
 Range: 90 feet
 Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)
 Duration
                                                
                                            
                                                
                                                      –3  –3 
  WIS  14  +2  +2 
  CHA  5  −3  −3 
   
 Senses Darkvision 60 ft.; Passive Perception 12
 Languages Understands the languages you know
 CR None (XP 0; PB equals your Proficiency Bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     moon), which he blamed for his father’s untimely death. Consumed with bitterness, the Dark Ranger, as Vanrak came to be known, secretly embraced Selûne’s sister: Shar, the Lady of Loss. By the Year of
                                                
                                            
                                                
                                                    , and murder. The Lords ordered the immediate capture of the Dark Ranger, but by the time the City Watch had breached the gates of his villa, Vanrak and his followers had already fled through a secret
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Summon Fey Level 3 Conjuration (Druid, Ranger, Warlock, Wizard) Casting Time: Action
 Range: 90 feet
 Components: V, S, M (a gilded flower worth 300+ GP)
 Duration: Concentration, up to 1 hour
                                                
                                            
                                                
                                                    , understands the languages you know
 CR None (XP 0; PB equals your Proficiency Bonus)
 Actions
 Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive
                                                
                                            
                                                
                                                     creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Elemental Cataclysm The End and Beginning of Ages Habitat: Planar (Elemental Chaos); Treasure: None Johan Grenier  Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid
                                                
                                            
                                                
                                                     stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8 12 15 Warlock 8 14 13 12 10 15 Wizard 8
                                                
                                            
                                                
                                                     different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class’s primary ability, while others prefer to increase a low score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     12 13 10 15 Cleric 14 8 13 10 15 12 Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8
                                                
                                            
                                                
                                                    ; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class’s primary ability
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     as a way of foiling any creature that has Regeneration? Chill touch does, indeed, stop the target it hits from regaining hit points until the spell ends. This is true even if the target takes none of
                                                
                                            
                                                
                                                    . You can’t move farther than 30 feet away from the caster of compelled duel by any means, including teleportation. Is the damage dealt by a beast from conjure animals considered magical? The stat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
                                                
                                            
                                                
                                                     poisoned. Karametra’s Disciple Piety 25+ Karametra trait By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a potion of
                                                
                                            
                                        






