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Returning 35 results for 'both bed don consumed ranger'.
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Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Classes
Tasha’s Cauldron of Everything
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!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Classes
Tasha’s Cauldron of Everything
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!
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, 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
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
’t survive away from the comforts of the city.
4
Don’t tell me I’m not allowed to do something.
5
Laws are for people who are afraid to face their inner beasts.
6
I
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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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
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
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->Waterdeep: Dungeon of the Mad Mage
(Melissara Shadowdusk) sits in an easy chair in the northeast corner, reading and muttering to herself.
Other Furnishings. A canopied bed and an armoire stand against the south wall, and a silk curtain
. Derrion’s Chamber Derrion. A middle-aged man with a scarred face (Derrion Shadowdusk) is pacing about the room anxiously.
Furnishings. These include a simple bed to the west, a dresser filled with
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
28. Private Chapel The temple’s high priest resides in these small quarters, which contain a bed, personal effects, ceremonial robes, and religious instruments of office. A fireplace along the
gemstone of any value. Either offering is consumed when given, whereupon the fireplace flames magically lower and the secret door in the back of the fireplace opens. Manipulating Time Having a
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality—yuan-ti value their own lives much too highly to risk them when the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
suicide 9 Torn apart by an animal or a natural disaster 10 Consumed by a monster 11 Executed for a crime or tortured to death 12 Bizarre event, such as being hit by a meteorite, struck down by an
angry god, or killed by a hatching slaad egg Class d100 Class 01–07 Barbarian 08–14 Bard 15–29 Cleric 30–36 Druid 37–52 Fighter 53–58 Monk 59–64 Paladin 65–70 Ranger 71–84 Rogue 85–89 Sorcerer 90–94
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moon), which he blamed for his father’s untimely death. Consumed with bitterness, the Dark Ranger, as Vanrak came to be known, secretly embraced Selûne’s sister: Shar, the Lady of Loss. By the Year of
, and murder. The Lords ordered the immediate capture of the Dark Ranger, but by the time the City Watch had breached the gates of his villa, Vanrak and his followers had already fled through a secret
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
healing). Each potion is contained in a 1-foot-tall crystal flask that weighs 15 pounds while full, or 5 pounds when empty. A giant potion must be consumed in its entirety to gain its effect, and it
manner, which means the characters must persuade Sansuri to summon it for them if they want to obtain its contents (see “Development”). Treasure The gold tracery that adorns Sansuri’s bed, if it is all
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
both sweet and spicy. When consumed, this drink functions as a Potion of Heroism. Joker’s Sky (Costs 125 Talons). This lustrous blue drink is topped with fluffy, white cream. When consumed, this
drink functions as a Potion of Flying. Salubra Slinger (Costs 50 Talons). This fizzy, berry-flavored drink causes the imbiber’s mouth to feel slightly numb. When consumed, this drink functions as an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Jeremy sprinkles pixie dust (see appendix A) on them. Jeremy also presents each character with a potion that, when consumed within the boundary of the Pixie Kingdom, reduces the imbiber’s size to Tiny
around inside the contraption that turns the wheel, is very talkative. Offering food to the hamster is one way to keep him quiet. Flower Bed. This area is home to several talking wildflowers. They’re
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
disrepair. The only contents of note are a ramshackle bed, a scratched-up table, a warped wooden shelf with several containers on it, and a fireplace with wooden spoons and ladles hanging from hooks above
). As figments of the demiplane, these potions vanish when the characters leave if they’re not consumed before then. H3. Hag’s Menagerie Tucked in a clearing is a ramshackle structure 15 feet wide and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
gp) and a vine necklace set with an amethyst (250 gp) hidden among the webs. 7. Krell’s Cabin Palm fronds are piled up in one corner of this room to make a crude bed. Nearby, a stone-tipped wooden
ago, he has abandoned this room and spends most of his time praying in area 10. Any character who inspects the bed finds several well-gnawed humanoid bones mixed in with the palm fronds. 8. First
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
elf, picnicking in a woodland glade.
The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the
. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren’t consumed by the sundial and travel with the user to the destination. Treasure. The 20-foot
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
attack and damage rolls with melee weapons). His ring of invisibility is on a small stand near his bed. Upon entering the room Obmi will palm the ring, don the armor, put on the gauntlets, thong the axe to
gross, her skin covered with bristles the color of her hair. Her little pig eyes, however, are bright, suggesting intelligence unusual in a giant. Her chamber contains a giant-sized bed covered with furs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair
flesh clinging to its bones. The room is otherwise empty. B53: Priests’ Quarters This lived-in room contains three bunk beds and a chest at the foot of each bed. On one bed lies an elf man in bright
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
large windows that look out over the harbor. To one side of a central pillar rests a comfortable bed, its oak headboard carved to resemble a kraken. An oak dining table surrounded by six high-backed
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
consumed by more than one creature, nothing happens and the gift is wasted. P14. Upside-Down Refectory This room is where the old tenants of the spire gathered for meals. Characters who befriended Dzaan’s
-Down Bedchamber The bed in this room is upside down on the floor, its rotted blankets peeking out from underneath the disintegrating mattress. Mounted to the north wall is a tall, cracked mirror in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
table, a card table, and four luxurious armchairs. CG6. Sitting Room. This room features an upright piano and four luxurious armchairs. CG7. Bedrooms. Each room contains a bed for two, a pair of
wardrobes, a small vanity with matching stool, and a storage trunk for valuables. CG8. Master Bedroom. This room has a balcony and contains a large canopied bed, a standing mirror in a gilded frame, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
arrive. Two must awaken, then stand and move to join any battle; they have AC 12, since they have no time to don armor. Reinforcements. If trouble takes the soldiers in this room unaware, sounds of
and arming themselves, joining the fight on their next turns. Lacking time to don armor, each has AC 13 (shield). If the hobgoblin captain is reduced to half its hit point maximum, it spends one turn
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
. Bolted to the back wall of each cell is an iron bunk bed with thin mattresses and a waste bucket nearby. Prisoners take their meals in their cells. Prisoners. Each of the twenty-four cells can hold
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
. Bolted to the back wall of each cell is an iron bunk bed with thin mattresses and a waste bucket nearby. Prisoners take their meals in their cells. Prisoners. Each of the twenty-four cells can hold
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce spell
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
much damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
much damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce
Equipment
creatures in the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
half as much damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
include a soft bed, a rug, a bookshelf, and a large, compartmentalized chest containing folded clothing and ordinary personal effects. 21. Library Like most wizards, Sansuri has acquired books covering a
consumed by the spell. 22. Nursery This room contains two cribs and a couple of wall shelves with large stuffed toys perched precariously atop them. At night, Sansuri’s children (see area 23) sleep here. 23






