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Returning 35 results for 'before burning defusing chapter rangers'.
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Monsters
The Book of Many Things
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Magic Items
Guildmasters’ Guide to Ravnica
know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
1st-Level Spells
d6
Spell
1
burning hands
2
chaos bolt (see chapter
Monsters
The Book of Many Things
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Corpse", "rollDamageType":"fire
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Princes of the Apocalypse
(such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:
Any fires in the lair flare up
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
keeps in Sigil. Using their combined magic, the archmages weave a Wish spell in hopes of sabotaging Vecna’s accumulated power and defusing his ritual. Instead of any expected effect, the Wish spell shunts
the characters to Alustriel Silverhand’s Sigil sanctum, as explained in the “Surprise Development” section later in this chapter. With time of the essence and the archmages weakened, Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Stat Blocks by Creature Type Here are the creatures in this chapter sorted by creature type. Aberration
Belashyrra
Dolgaunt
Dolgrim
Dyrrn
Hashalaq quori
Kalaraq quori
Tsucora quori
Beast
Clawfoot
Fastieth
Celestial
Radiant idol
Construct
Expeditious messenger
Iron defender
Living burning hands
Living cloudkill
Living lightning bolt
Warforged colossus
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
in chapter 10 of the Player’s Handbook . A ranger typically uses a component pouch for the material components of spells, but doesn’t start with one because rangers don’t have spells at 1st level. Can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to
that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Talentan Characters Review the halfling section in chapter 3 for quirks and other things relevant to characters from the Plains. Also consider the following. Wild Warriors and Tricksters. You were
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn
. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn
. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Talentan Characters See chapter 1 for quirks and other features relevant to halfling characters from the Talenta Plains. Also consider the following: Wild Warriors and Tricksters. You were born in
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chapter 2 (see “Lost Spire of Netheril”). The captain of Easthaven’s militia, Imdra Arlaggath, takes notice of the characters during the burning and offers them a quest. Some fishers have gone missing on
Toil and Trouble The quest in Easthaven begins at the same time as the burning of the Red Wizard, Dzaan, who is described in the “Arcane Brotherhood” section of appendix C. Whether the characters are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 3: Sharn, City of Towers I’ve been here a week, and it’s still hard not to feel overwhelmed by the city. The towers rise up until they disappear into the clouds. Lights gleam in a thousand
windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship.
Distracted by the sights in the sky, I nearly
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
magical flames, though they possess innate magic that allows them to create burning flames in a multitude of forms. Flamekin view self-discovery and self-expression the noblest of aspirations and believe
Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into rimekin, explained later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 6: Sharn, City of Towers I’ve been here a week, and it’s still hard not to be overwhelmed by the city. The towers rise up until they disappear into the clouds. Lights gleam in a thousand
windows. Skycoaches work their way through the maze of bridges connecting the massive towers, and up above I can see the burning ring of an elemental airship.
Staring into the sky, I nearly walk into a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins. In addition, Sir Jared, detailed at the end of the chapter, can serve as a model for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 4: Gracklstugh Visitors to the duergar city of Gracklstugh are greeted by its hot and acrid air, followed by the angry red glare of the eternally burning smelters fueling the city’s metal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
magic. Some wandslingers use different focuses for their various cantrips, such as a wand for fire bolt and a rod for burning hands, but wandslingers can use any arcane focus they get their hands on. As
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
doubled if characters use the secret tunnel and follow the stream to stay hidden. Roll a d6 on the Chapter 1 Encounters table to determine the strength of the raiders that are trying to set fire to the
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
doubled if characters use the secret tunnel and follow the stream to stay hidden. Roll a d6 on the Chapter 1 Encounters table to determine the strength of the raiders that are trying to set fire to the
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey
within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Hazards” in chapter 5 of the Dungeon Master’s Guide). If either tapestry is torn down, it instantly turns into green slime and covers a 20-foot-long, 10-foot-wide area of floor when it falls. Note that
, it is 75 percent probable that the jerking motion will tear the thing. If these hangings are subjected to burning, they instantly turn to brown mold that covers the same area. The secret door behind
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appear in the “Sigil Gazetteer” section later in this chapter. The planes of existence are detailed in the Dungeon Master’s Guide. Planar Portals Destination
d100 Portal Anchor Sigil Other Plane
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain wall rising more than a hundred feet before you. Carved high on the wall are rows of arrow slits with lights burning behind them and clanking sounds issuing from them. A narrow staircase
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
a dragon down for an all-out fight in most other sites. You can use one of the lair maps in chapter 5 of this book as the key location for such an adventure, fleshing the site out with features and inhabitants using the guidelines in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave The Emerald Enclave takes an interest in characters who seek to preserve the balance within Waterdeep (particularly clerics of nature, druids, and rangers). Any such character is
friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers (see chapter 8). Phaulkonmere is owned by the Tarm and Phaulkon noble families. Melannor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
famine and aberrant livestock. Those in her service rarely produce offspring and so petition her for hexblood children (see chapter 1). All Mother asks of her followers in return for her blessing is that






