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Returning 35 results for 'blend blades diffusing continuous ranger'.
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magic-items
Tasha’s Cauldron of Everything
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Monsters
Baldur’s Gate: Descent into Avernus
upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal
Monsters
Baldur’s Gate: Descent into Avernus
the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night
blade;night blades, whom Bhaal blesses with darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade
Monsters
Baldur’s Gate: Descent into Avernus
power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal blesses with
Species
Wayfinder's Guide to Eberron
ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
Species
Wayfinder's Guide to Eberron
ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. Nature’s Mantle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. Nature’s Mantle
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. Nature’s Mantle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
, but their ire isn’t born from evil. The Lord of Blades’ greatest desire is to ensure that his people have a future, but his methods are colored by his anger at the injustices the warforged have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
, but their ire isn’t born from evil. The Lord of Blades’ greatest desire is to ensure that his people have a future, but his methods are colored by his anger at the injustices the warforged have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lord of Blades NPCs The Lord of Blades highlights the issues surrounding the creation of the warforged. He and his followers are ready antagonists, employing deadly methods in pursuit of their aims
, but their ire isn’t born from evil. The Lord of Blades’ greatest desire is to ensure that his people have a future, but his methods are colored by his anger at the injustices the warforged have
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of
the iron they were starting with. Hammering, refining, and careful polishing gave the metal the strength and sleekness necessary, and diligent sharpening added wicked edges to many of the blades I
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of
the iron they were starting with. Hammering, refining, and careful polishing gave the metal the strength and sleekness necessary, and diligent sharpening added wicked edges to many of the blades I
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
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->Sword Coast Adventurer’s Guide
forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of
the iron they were starting with. Hammering, refining, and careful polishing gave the metal the strength and sleekness necessary, and diligent sharpening added wicked edges to many of the blades I
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ranger makes the difference between forlorn failure and fabulous success. Even when a franchise engages in commerce in the cities and towns of the realm, a ranger’s keen senses, sharp blades, and flesh
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Borran’s Blades. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers. 5 Hearty Scales. A stall serving grilled lizard meat and other Talentan delicacies. 6 Roll and
Sundry’s Shop. A gnome named Sundry runs a pawn shop filled with all manner of trinkets. Elsewhere in Middle Dura, the district of Hareth’s Folly is a bizarre blend of architectural styles. One of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Borran’s Blades. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers. 5 Hearty Scales. A stall serving grilled lizard meat and other Talentan delicacies. 6 Roll and
Sundry’s Shop. A gnome named Sundry runs a pawn shop filled with all manner of trinkets. Elsewhere in Middle Dura, the district of Hareth’s Folly is a bizarre blend of architectural styles. One of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Borran’s Blades. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers. 5 Hearty Scales. A stall serving grilled lizard meat and other Talentan delicacies. 6 Roll and
Sundry’s Shop. A gnome named Sundry runs a pawn shop filled with all manner of trinkets. Elsewhere in Middle Dura, the district of Hareth’s Folly is a bizarre blend of architectural styles. One of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to
coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to
coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
captain) and 2d6 operatives (bandits) Table F: Lower City Threats d10 Threat 1 1d4 swarms of rats 2 1d4 invisible imps 3 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
captain) and 2d6 operatives (bandits) Table F: Lower City Threats d10 Threat 1 1d4 swarms of rats 2 1d4 invisible imps 3 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of






