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Returning 35 results for 'ranger hammer gain'.
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Magic Items
The Book of Many Things
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
Monsters
Guildmasters’ Guide to Ravnica
equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
Magic Items
Tasha’s Cauldron of Everything
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 weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
magic-items
This monumental hammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to use the command
words, “light the forge,” and cause flames to magically curl up and heat the hammer’s anvil head. These flames shed Bright Light in a 20-foot radius and Dim Light for an additional
magic-items
This festerwood hammer has amber pustules on its end that have enriched the wood with its corrosive properties. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
In
addition, this hammer has 3 charges and regains all expended charges daily at dusk. When you hit a target with the hammer, you can expend 1 charge to magically release some of the corrosive acid onto
magic-items
This Light Hammer was forged using the remains of a comet and is cold to the touch. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, which deals an extra 1d4 Cold
damage on a hit. The hammer leaves behind a crackling mist when thrown, and it flies back to your hand immediately after making a ranged attack with it.
magic-items
This festerwood hammer has amber pustules on its end that have enriched the wood with its corrosive properties. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
In
addition, this hammer has 3 charges and regains all expended charges daily at dusk. When you hit a target with the hammer, you can expend 1 charge to magically release some of the corrosive acid onto
Magic Items
Mythic Odysseys of Theros
Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on
mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it’s usually so they might bring an important work into being, wreck
magic-items
This festerwood hammer has amber pustules on its end that have enriched the wood with its corrosive properties. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
In
addition, this hammer has 3 charges and regains all expended charges daily at dusk. When you hit a target with the hammer, you can expend 1 charge to magically release some of the corrosive acid onto
magic-items
This immaculate silver hammer is polished to a mirror finish. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 7 charges and regains 1d6 + 1 expended
charges daily at dawn. While holding the hammer, you can expend 1 charge to cast the Mending cantrip from it, touching the hammer to the object. Casting Mending in this way affects an area up to 5
magic-items
This monumental hammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to use the command
words, “light the forge,” and cause flames to magically curl up and heat the hammer’s anvil head. These flames shed Bright Light in a 20-foot radius and Dim Light for an additional
magic-items
This monumental hammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to use the command
words, “light the forge,” and cause flames to magically curl up and heat the hammer’s anvil head. These flames shed Bright Light in a 20-foot radius and Dim Light for an additional
Hammer of Thunderbolts
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre
, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned
magic-items
This old, withered hammer seemingly belongs in a swamp. Regardless of the conditions the hammer is kept in, it is always damp and smells of bog water. You gain a +2 bonus to attack rolls and damage
rolls made with this magic weapon.
The hammer has 10 charges and regains 1d6 + 4 expended charges daily at dawn. As a Magic action, you can expend 1 or more charges and slam the hammer into the ground
classes
Player’s Handbook
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
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
Backgrounds
Strixhaven: A Curriculum of Chaos
: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Feature: Lorehold Initiate
You gain the Strixhaven Initiate feat and must choose Lorehold within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the
magic-items
stopper it.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While held in combat, the hammer heats the liquor inside it. When you roll a 20 on the d20 for an attack
roll with this weapon, the target takes an extra 2d6 Acid damage as the hammer buckles from the impact and releases a spray of the volatile liquor. The next time the target takes Fire damage in the
magic-items
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
As a Magic action, you can smash the hammer into the ground at a point within 5 feet of you or throw it at a point
classes
Basic Rules (2014)
Senses
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Foe Slayer
11
4
3
3
3
2
Class Features
As a ranger, you gain the following class features.
, 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
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
Armed with the artifact, the prince returned to the
beneficial properties
1 major beneficial property
2 minor detrimental properties
Blessings of Moradin
If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you
would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a
magic-items
Dungeon Master’s Guide
Hammer. With these tools, he forged the Axe of the Dwarvish Lords.
Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety: Piety 10+. The hammer has 1 randomly determined minor beneficial property. Piety 25
Akmon, Hammer of Purphoros Akmon, Hammer of Purphoros
(YEONG-HAO HAN) Weapon (warhammer), artifact (requires attunement) Purphoros’s hammer works wonders and disasters, the god of the forge using it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the 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 Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the 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 Ranger Traits table: Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hammer of Thunderbolts Weapon (maul), legendary Hammer of Thunderbolts You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant’s Bane (Requires Attunement). You must be
saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, and if you’re a Gloom Stalker Ranger and gain the Iron Mind feature, you gain proficiency with Wisdom saving throws—even if Cleric or Ranger respectively isn’t your first class.
Do you gain proficiency in more saving throws when multiclassing? When you gain a level in a new class through multiclassing, you gain only the traits listed under the “As a Multiclass Character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hammer of Thunderbolts Weapon (maul), legendary You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant’s Bane (Requires Attunement). You must be wearing a belt of giant
hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features As a ranger, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hammer of Thunderbolts Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can
weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the
chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a