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Returning 35 results for 'branches broken diffusing contained ranger'.
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
twenty years ago, Baron Elar d’Thuranni ordered the assassination of the entire Paelion line, one of the branches of House Phiarlan. Supposedly, he acted to prevent the Paelions from carrying out a
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
twenty years ago, Baron Elar d’Thuranni ordered the assassination of the entire Paelion line, one of the branches of House Phiarlan. Supposedly, he acted to prevent the Paelions from carrying out a
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
twenty years ago, Baron Elar d’Thuranni ordered the assassination of the entire Paelion line, one of the branches of House Phiarlan. Supposedly, he acted to prevent the Paelions from carrying out a
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Candlekeep Candlekeep is a fortress perched on a spur of rock overlooking the Sea of Swords. It is reached by a single road, the Way of the Lion, which branches west off the Coast Way. Candlekeep is
price of admittance is a book — specifically one not already contained in the monks’ library. The characters meet with Sylvira Savikas, a tiefling sage who knows the secret to unlocking Thavius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Candlekeep Candlekeep is a fortress perched on a spur of rock overlooking the Sea of Swords. It is reached by a single road, the Way of the Lion, which branches west off the Coast Way. Candlekeep is
price of admittance is a book — specifically one not already contained in the monks’ library. The characters meet with Sylvira Savikas, a tiefling sage who knows the secret to unlocking Thavius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Candlekeep Candlekeep is a fortress perched on a spur of rock overlooking the Sea of Swords. It is reached by a single road, the Way of the Lion, which branches west off the Coast Way. Candlekeep is
price of admittance is a book — specifically one not already contained in the monks’ library. The characters meet with Sylvira Savikas, a tiefling sage who knows the secret to unlocking Thavius
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
the name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
the name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
the name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
ice, with no passages leading out. The ceiling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid
name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus’s deceased cloud giant wife are contained within. There is no treasure buried
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Emerald Enclave The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout
Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills. A ranger of the Enclave
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Emerald Enclave The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout
Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills. A ranger of the Enclave
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Emerald Enclave The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout
Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills. A ranger of the Enclave
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the creature takes half as much damage only. L2: Lake Where a mountain spur divides two branches of the valley, an elongated, V-shaped lake extends across the pass, contained by a dam to the south
Therno Lake Locations The following locations are keyed to map 3.4. Marco Bernardini Map 3.4: Therno Lake View Player Version L1: Beaver Dam A wide dam of mud, logs, and branches blocks this section
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the creature takes half as much damage only. L2: Lake Where a mountain spur divides two branches of the valley, an elongated, V-shaped lake extends across the pass, contained by a dam to the south
Therno Lake Locations The following locations are keyed to map 3.4. Marco Bernardini Map 3.4: Therno Lake View Player Version L1: Beaver Dam A wide dam of mud, logs, and branches blocks this section
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the creature takes half as much damage only. L2: Lake Where a mountain spur divides two branches of the valley, an elongated, V-shaped lake extends across the pass, contained by a dam to the south
Therno Lake Locations The following locations are keyed to map 3.4. Marco Bernardini Map 3.4: Therno Lake View Player Version L1: Beaver Dam A wide dam of mud, logs, and branches blocks this section
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest






