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Returning 35 results for 'stone of ranger deal version'.
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Monsters
Princes of the Apocalypse
Death Burst. When the stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding stonemelder must
, mold earth*
1st level (4 slots): expeditious retreat, false life, shield
2nd level (3 slots): Maximilian's earthen grasp,* shatter
3rd level (3 slots): erupting earth,* meld into stone
4th level (1
Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense
Monsters
Bigby Presents: Glory of the Giants
they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry.ColdGiant’s Strikes (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Giant's Strikes"}. Until the end of its turn, the goliath’s melee attacks each deal an extra 7 (2d6) damage of a type determined by the goliath
Manshoon
Legacy
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Monsters
Waterdeep: Dragon Heist
invisibility, polymorph
5th level (3 slots): Bigby's hand, scrying, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): finger of death, simulacrum
8th
when used with two hands. Manshoon can expend 1 of the staff’s charges to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage on a hit.
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.
Regional Effects
The ki
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
Monsters
Icewind Dale: Rime of the Frostmaiden
, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air
, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
feats
it in that way when you finish a Long Rest. When you cast it without a spell slot using this feature, you cast this spell as its level 2 version, and it deals Fire damage instead of Cold damage. You
yourself forces you to make a saving throw and you succeed, you can take a Reaction to deal 1d10 Fire damage to that creature.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
Monsters
Fizban's Treasury of Dragons
spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
by their goddess to deal with the adult sapphire dragon who has been hunting her holy spiders.
5
A forgetful and nearsighted adult sapphire dragon believes a blue dragon wyrmling is actually the
monsters
Command. Lord Soth casts Command (level 3 version), using the same spellcasting ability as Commanding Magic. Lord Soth can’t take this action again until the start of his next turn.Lord Loren Soth
Soth.
Nedragaard Keep
Nedragaard Keep is a towerlike fortress of crumbling, flame-scarred stone. Prominent locations in the keep have the following features:
Gatehouse. Undead soldiers guard the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.
Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that
Shifter
Legacy
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Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
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
Fizban's Treasury of Dragons
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
Monsters
Fizban's Treasury of Dragons
Hook"}
Adventure Hook
1
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
Elf
Legacy
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Species
Basic Rules (2014)
high cliff over the fabled city of Qualinost.
Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful
humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level
Enhance ability
Gust of wind
Magic weapon
Summon beast *
3rd Level
Elemental weapon
Meld into stone
Revivify
Summon fey *
4th Level
Dominate beast
Summon elemental *
5th Level
Greater restoration
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
to those approaching the lair, and visibility is the best possible for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is the main villain, Yalah Gralhund has secretly cut a deal with the beholder crime lord, offering to return the Stone of Golorr to it if the beholder helps her create a vacancy on the council of
after the gold for himself, Yalah plans to cut Urstul out of the deal and deliver the Stone of Golorr to Manshoon herself. Having gravely misjudged and underestimated Lady Gralhund once, Urstul isn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Subclass A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass. Hunter Protect Nature
extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Player’s Handbook Playtest 6 June 29, 2023
In this new Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This
playtest document presents updated rules on seven classes: Bard, Cleric, Druid, Monk, Paladin, Ranger, and Rogue. This document also presents multiple subclasses for those classes, new Spells, revisions to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hunter’s Mark Level 1 Divination (Ranger) Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins. Starting Wealth by Class Class Funds
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hunter’s Mark Level 1 Divination (Ranger) Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hunter’s Mark Level 1 Divination (Ranger) Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
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
cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Poison and Disease Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10
each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.