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Returning 35 results for 'ranger harmless gain'.
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Spells
Player’s Handbook
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Magic Items
Dungeon Master’s Guide
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When
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
Water Walk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take
damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
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
magic-items
This dragon scale robe is miraculously insulated and comfortable. While wearing the robe, you gain the following benefits:
You can tolerate temperatures of 0 degrees Fahrenheit or lower without
across molten rock, unharmed, as if it were solid ground.
The hem of this robe glimmers with slowly shifting embers. While wearing the robe, your steps leave behind small motes of harmless fire and scorched earth that disappear after 1 second.
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
magically teleported to a harmless demiplane until the end of the archon’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Whenever you roll a 20 on the d20 for an attack roll made with Fable’s End against a Large or smaller creature
, the target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied
Magic Items
Lost Laboratory of Kwalish
gain access to the following properties:
You can cast fog cloud as an action (1 charge).
You can cast misty step as a bonus action (2 charges).
You can summon a steam mephit as an action (3
charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
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
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component
flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon
Magic Items
The Wild Beyond the Witchlight
This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.
While holding the rose by its
stem, you gain resistance to damage of the type associated with the rose’s color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose
Magic Items
The Book of Many Things
attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:
Dimensional Anchor. You have
creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the
ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up
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->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->Player’s Handbook
and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
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
magic-items
The Book of Many Things
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid
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->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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
: 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
magic-items
Your face appears to melt, revealing the skull beneath it. The effect is harmless and illusory.
3
Any food you eat or water you drink taste like ash or blood, respectively.
4
Other creatures
.
19
You gain Darkvision with a range of 30 feet. If you already have Darkvision, its range increases by 30 feet.
20
You can magically sense if a creature is possessed, and you can see creatures that have the Invisible condition.
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
your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Ability Score Improvement General Feat (Prerequisite
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Fighting Style Options 2nd-level ranger feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet
creature successfully hides from you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Long Rest One Ranger Finish a Long Rest One Sorcerer Gain a level One Warlock Gain a level One Wizard Finish a Long Rest Any Most spellcasting monsters don’t change their lists of prepared spells, but the DM is free to alter them.
Spell Preparation by Class table. Spell Preparation by Class Class Change When You... Number of Spells Bard Gain a level One Cleric Finish a Long Rest Any Druid Finish a Long Rest Any Paladin Finish
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
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Slayer Spells Ranger Level Spell 3rd protection from evil and good 5th zone of truth 9th magic circle 13th banishment 17th hold monster Hunter’s Sense At 3rd level, you gain the ability to peer at a
. 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Long Rest One Ranger Finish a Long Rest One Sorcerer Gain a level One Warlock Gain a level One Wizard Finish a Long Rest Any Most spellcasting monsters don’t change their lists of prepared spells, but the DM is free to alter them.
Spell Preparation by Class table. Spell Preparation by Class Class Change When You... Number of Spells Bard Gain a level One Cleric Finish a Long Rest Any Druid Finish a Long Rest Any Paladin Finish