Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bodies binding diffusing calling ranger'.
Other Suggestions:
bodies bringing diffusing calling ranger
bodies building diffusing calling ranger
Species
Lorwyn: First Light
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
Monsters
Mythic Odysseys of Theros
bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.
Grave Calling Song. Aphemia intones a low, growling
upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.Necrotic
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with
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
Monsters
Fizban's Treasury of Dragons
hollow dragon regains spent legendary actions at the start of its turn.
Claw. The hollow dragon makes one Claw attack.
Ghostly Binding (Costs 2 Actions). The hollow dragon creates ethereal bindings
powerful is their drive that their bodies reconstitute if destroyed.
When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit.Poison, RadiantNecrotic
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either
exult along with him or shiver with fear and loathing.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
hair on nearly every part of their bodies.
The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide
Monsters
Fizban's Treasury of Dragons
energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Nathair’s Mischief Illusion Yes No Bard, Sorcerer, Wizard
2nd Rime’s Binding Ice Evocation No No Sorcerer, Wizard
3rd Ashardalon’s Stride Transmutation Yes No Artificer,* Ranger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Nathair’s Mischief Illusion Yes No Bard, Sorcerer, Wizard
2nd Rime’s Binding Ice Evocation No No Sorcerer, Wizard
3rd Ashardalon’s Stride Transmutation Yes No Artificer,* Ranger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Nathair’s Mischief Illusion Yes No Bard, Sorcerer, Wizard
2nd Rime’s Binding Ice Evocation No No Sorcerer, Wizard
3rd Ashardalon’s Stride Transmutation Yes No Artificer,* Ranger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
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->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->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->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->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->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
true of half-orcs. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee
combat — and either exult along with him or shiver with fear and loathing. Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
true of half-orcs. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee
combat — and either exult along with him or shiver with fear and loathing. Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of






