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Returning 35 results for 'bards blast diffusing connects ranger'.
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Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Greensingers The Greensingers are devoted to the fey, and serve as mediators between the fey and mortals. The ranks of the Greensingers include bards as well as warlocks with Archfey patrons; a druid or ranger might also serve a specific archfey.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
howls, “Halvhrests! We smell Halvhrests!” Chimney Witch. The fireplace here connects to the haunted chimney detailed in area 10.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
howls, “Halvhrests! We smell Halvhrests!” Chimney Witch. The fireplace here connects to the haunted chimney detailed in area 10.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
howls, “Halvhrests! We smell Halvhrests!” Chimney Witch. The fireplace here connects to the haunted chimney detailed in area 10.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, Xabazhut attempts to bargain or compromise to escape with his life. Astral Lift. The Astral lift, which connects to several chambers above, is described in “Garden Features.” Hot Spring. Steam from
the spring makes this area Lightly Obscured. The spring is 50 feet deep and connects to the Lake of Bones via a hidden entrance. A character who swims to the bottom of the spring and takes a Search
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
. You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
tiefling says. “I’m Colcook, your concierge. If there’s anything I can do to make your stay more comfortable, please let me know.”
The portal from Fortune’s Wheel connects to the hollow skull of a dead
, roll twice next time you roll on the Dungeonland Results table and use the higher result. Portal. This permanently open portal connects to area P1. P3a: Supertemporal Arena Entrance A sharp tiefling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
tiefling says. “I’m Colcook, your concierge. If there’s anything I can do to make your stay more comfortable, please let me know.”
The portal from Fortune’s Wheel connects to the hollow skull of a dead
, roll twice next time you roll on the Dungeonland Results table and use the higher result. Portal. This permanently open portal connects to area P1. P3a: Supertemporal Arena Entrance A sharp tiefling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
tiefling says. “I’m Colcook, your concierge. If there’s anything I can do to make your stay more comfortable, please let me know.”
The portal from Fortune’s Wheel connects to the hollow skull of a dead
, roll twice next time you roll on the Dungeonland Results table and use the higher result. Portal. This permanently open portal connects to area P1. P3a: Supertemporal Arena Entrance A sharp tiefling
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future.
2 An ancient crystal dragon is stalked by a villainous ranger who has
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future.
2 An ancient crystal dragon is stalked by a villainous ranger who has
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future.
2 An ancient crystal dragon is stalked by a villainous ranger who has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
eastern doors open onto a white gate that connects with the Temples of Oppression. 100. Temple of Pain A tangible feeling of unease and discomfort fills the air of this scarred marble chamber.
Creatures
onto a corridor that runs southwest and joins with two other passages. At the junction is a white gate that connects with the Temples of Turmoil and with the Temples of Nature. Temples of Turmoil The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
eastern doors open onto a white gate that connects with the Temples of Oppression. 100. Temple of Pain A tangible feeling of unease and discomfort fills the air of this scarred marble chamber.
Creatures
onto a corridor that runs southwest and joins with two other passages. At the junction is a white gate that connects with the Temples of Turmoil and with the Temples of Nature. Temples of Turmoil The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
eastern doors open onto a white gate that connects with the Temples of Oppression. 100. Temple of Pain A tangible feeling of unease and discomfort fills the air of this scarred marble chamber.
Creatures
onto a corridor that runs southwest and joins with two other passages. At the junction is a white gate that connects with the Temples of Turmoil and with the Temples of Nature. Temples of Turmoil The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that connects to the Underdark. Using a sending spell, Yilsebek has asked the matron mother of his house to send reinforcements, but they are weeks away. Yilsebek has no desire to share his recent
hunter of white dragons and a Chosen of Thrym, the evil god of frost giants. When Vlagomir died, his warrior’s spark was bound to the spear. The first time a barbarian, fighter, monk, or ranger