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Returning 35 results for 'see of ranger devotee valor'.
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see of ranger devoted valor
Monsters
Forgotten Realms: Adventures in Faerûn
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
the time he was working to create the Crystal Shard, Zlan was a devotee of a god of darkness, confusion, and pain. Zlan likes to subtly twist minds to confusion and paranoia and doesn’t take
Monsters
The Wild Beyond the Witchlight
Special Equipment. Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).Multiattack. Strongheart makes three Steel attacks.
Steel. Melee Weapon Attack: +6;{"diceNotation
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
Monsters
The Wild Beyond the Witchlight
Fire (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Radiant Fire"}. Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of
against what I hold dear.”
Ideal. “Truth begets art and beauty, while deceit does nothing but tear the fabric of our souls.”
Bond. “Evildoers beware! Valor’s Call is
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
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
Monsters
The Wild Beyond the Witchlight
they take from an attack made against them, provided they can see the attacker.Molliver is a thief who gives most of what they steal to the destitute, keeping a few choice items for their own use. They
’re always ready to put themself in harm’s way to see justice triumph over tyranny and inequality.
Molliver invites trouble by not thinking through the ramifications of their actions
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
Monsters
The Wild Beyond the Witchlight
-aligned characters are allowed to join Valor’s Call.PoisonFeint (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Feint"}. Elkhorn targets one creature that he can see
;s much more dangerous against creatures that are significantly bigger than he is.
Valor's Call
The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human
Monsters
Infernal Machine Rebuild
has the following ranger spells prepared:
1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
2nd level (2 slots): locate animals or plantsMultiattack. Barbatos makes two bone
takes damage or if another creature takes an action to shake it.
Cloak Sweep. Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Foreleg", "rollDamageType":"slashing"} slashing damage.
Force Beam. The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Paralyzing Beam"}. The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18
Monsters
Spelljammer: Adventures in Space
;opportunity attacks.
Rallying Cry. The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it.
Weapon of Choice (2 Actions). The giff makes two
rewards for valor.
Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon.
classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
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
classes
Player’s Handbook
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
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
Monsters
Curse of Strahd
"} slashing damage with the weapon.
Vengeful Glare. Vladimir targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a
frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.Vladimir Horngaard joined the
classes
Basic Rules (2014)
, 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
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a
Shifter
Legacy
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Monsters
Van Richten’s Guide to Ravenloft
the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic
delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.
As his power grew, he attracted
Monsters
Van Richten’s Guide to Ravenloft
immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into
","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving
Priest of Osybus
Legacy
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monsters
Van Richten’s Guide to Ravenloft
more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.
As his power grew, he
creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
; souls as springboards to his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the
; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a
Monsters
Van Richten’s Guide to Ravenloft
his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped
;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution
Monsters
Van Richten’s Guide to Ravenloft
give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.
As his power
"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
"} psychic damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must
Monsters
Van Richten’s Guide to Ravenloft
his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.
As his power grew, he attracted disciples who also wished to defy life and death. He
can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic"} necrotic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
out of situations that seem morally straightforward, such as refusing to help a squad of hoplites finish off a band of vicious raiders. Kruphix’s Devotee Piety 3+ Kruphix trait As a devotee of Kruphix
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Valor Sphinxes of valor guard world-changing or dangerous secrets—evidence of weird truths, deadly Artifacts, and things that shouldn’t exist. They inhabit hidden, magical sites and hold
their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
AC 17
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and
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->Player’s Handbook
. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells
Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16. Level 5: Extra Attack You can attack twice instead of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your career, you gain each of your subclass’s features that are of your Ranger level or lower. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another
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
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Ranger CHRIS RALLIS A Wandering Warrior Imbued with Primal Magic Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields. Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Ranger 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: Animal Handling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and
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->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
. Then harness the...
Life Domain to be a master of healing.
Light Domain to wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ranger The characters encounter a helpful ranger, who might be a member of the Emerald Enclave or simply a wanderer of the wilderness. Either way, the ranger is happy to serve as a guide or a source
of information. There is a 50 percent chance that the ranger has a riding horse, one or more beast companions, or both. A ranger with neither travels alone on foot. Two sample rangers are presented