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Returning 13 results for 'being both distract crossing ranger'.
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Ranger
Legacy
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Classes
Basic Rules (2014)
whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract
, 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
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
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->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, then take the crossing there to the Feywild at sundown. The many splendors of Paliset Hall await you on the other side! Formal attire is expected but not required.
A detect magic spell reveals an
it myself. Fifel will give you invitations to our winter solstice gala at Paliset Hall. There will be other guests to distract Zorhanna while you figure out a way to remove the necklace.
“Once we’re
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more detail after the table. For guidelines on how to use random encounters effectively, see “Random Encounters” in chapter 3 of the Dungeon Master’s Guide. If the characters are crossing terrain not
–74 Horse-drawn wagon 71–75 69–75 — — 47–55 — — Knight 76–80 76–78 77–80 63–64 56–64 — — Ogres 81–82 79–84 81–85 65–66 65–69 71–80 75–76 Orcs 83–90 85–91 86–90 67–79 70–73 — 77–87 Ranger 91–95 92–95 91
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see its opponents before 60-foot darkvision sees it. A beholder always has several backup plans ready. When dealing with one, I have three plans of my own: run, hide, and distract. Rival adventurers
example, if a beholder intends to shoot charm, slowing, and sleep rays at a ranger, and the ranger succumbs to the charm, the beholder could use its remaining rays against other targets. Use Legendary
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
A: Wrecker’s Edge After crossing Kalaman Bay, the ships carrying the characters and their allies arrive near Wrecker’s Edge (location A on map 5.1). As the ships drop anchor near a rocky coast, read
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Tale of a half-orc ranger
Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild
harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted. Because they are
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
; see the “Bargewright Inn” section for more information on this creature. Xantharl’s Keep Xantharl was a well-known ranger and explorer of the North. The fortified village that bears his name stands in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The






