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                        Returning 35 results for 'cause wanderers ranger'.
                    
                
                        
                            
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                                                    Aasimar
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
                                                
                                            
                                                
                                                     celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
                                                
                                            
                                        
                                                    Deep Dragon Wyrmling
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to
                                                
                                            
                                                
                                                     cause of the hostility.
8
A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city.
Connected Creatures
Deep dragons
                                                
                                            
                                        
                                                    Young Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping
                                                
                                            
                                                
                                                     true cause of the hostility.
8
A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city.
Connected Creatures
Deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Knights Battle Masters and Heroic Wanderers Habitat: Any; Treasure: Armaments, Individual Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Ranger I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume that because I don’t bend the knee to your king that I haven’t done more to protect him than
                                                
                                            
                                                
                                                     all his knights put together.
  — Soveliss
  Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures
                                                
                                            
                                                
                                                     many places that serve wilderness wanderers as trail markers. Each one is denoted by a carving of Gwaeron’s symbol, a paw print with a star on the palm, on a prominent tree or stone.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
                                                
                                            
                                                
                                                     your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
                                                
                                            
                                                
                                                     your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
                                                
                                            
                                                
                                                     Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility.
8
A
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
                                                
                                            
                                                
                                                    .
7
Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S, M (a leather strap)
 Duration: 1 hour
 You touch a willing creature. For
                                                
                                            
                                                
                                                     the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
 Range: Touch
 Components: V, S, M (a leather strap)
 Duration: 1 hour
 You touch a willing creature. For
                                                
                                            
                                                
                                                     the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Instantaneous
 You sense any trap within range that is within line of
                                                
                                            
                                                
                                                     sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Instantaneous
 You sense any trap within range that is within line of
                                                
                                            
                                                
                                                     sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
                                                
                                            
                                                
                                                     together. The DM can also use the Common Cause table in this section to find a way to bring together characters who don’t know or trust each other. Party Makeup  d8 Party Makeup   1 One-Guild Party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 1 minute
 You conjure a vine that sprouts from a
                                                
                                            
                                                
                                                     creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     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. Other
                                                
                                            
                                                
                                                     character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     chaotic neutral (50%) 4–5 Lawful evil 6–8 Neutral evil 9–12 Neutral 13–15 Neutral good 16–17 Lawful good (50%) or lawful neutral (50%) 18 Chaotic good (50%) or chaotic neutral (50%)  Cause of Death  d12
                                                
                                            
                                                
                                                     Cause of Death   1 Unknown 2 Murdered 3 Killed in battle 4 Accident related to class or occupation 5 Accident unrelated to class or occupation 6–7 Natural causes, such as disease or old age 8 Apparent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail. The missing adventurers include a fighter (Talgen Hucrele), a
                                                
                                            
                                                
                                                     wizard (Sharwyn Hucrele), a paladin of Pelor (Sir Braford), and a ranger (KaraÂkas). Sir Braford was not a local, and he had a magic sword called Shatterspike. Sometimes the goblins offer a different
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 For the duration, no sound can be
                                                
                                            
                                                
                                                     action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
                                                
                                            
                                                
                                                     times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
 Speed 40 ft., Climb 40 ft.
       Mod Save 
    STR  14  +2  +2 
  DEX  14  +2  +2 
  CON  15  +2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     encounters can bog down the adventure and cause players to lose interest in the story. You can roll on the Random Wilderness Encounters table or choose an appropriate encounter. Each encounter is described in
                                                
                                            
                                                
                                                    –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->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     of these few heroic drow have tempered some people’s opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm. Many drow in Faerûn hail
                                                
                                            
                                                
                                                     the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture. Drow have the racial traits of dark elves in the Player’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
 -Fizban
 Your connection to the natural
                                                
                                            
                                                
                                                     gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help. 
   2  A faerie dragon seeks revenge on the monsters that killed the dragon’s ranger
                                                
                                            
                                                
                                                     each other cause havoc in the area where they both live. 
   5  A mercenary band keeps a faerie dragon captive in a cage, forcing the dragon to act as a jester. 
   6  A faerie dragon nests in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
                                                
                                            
                                                
                                                     called the Lost Cause and assigns him a crew of six Zhentarim mercenaries (N male and female human thugs of various ethnicities) and twelve deckhands (commoners of various races and alignments). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Blades, a local warmonger who conscripts warforged to his bloody cause of wiping out anyone who opposes him. If the characters offer to help the pilgrims, Mercy suggests they meet at the pilgrims
                                                
                                            
                                                
                                                     Veterans The characters encounter three lawful neutral veterans wandering through the mist. Once it’s clear the characters aren’t monsters or violent marauders, the wanderers introduce themselves as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
                                                
                                            
                                                
                                                     sooty surface, operate a simple tool, or tap someone on the shoulder, but the force isn’t strong enough to cause harm to a creature. The spirit can see other spirits in the Border Ethereal (including the spirit of Macreadus) and speak to them. The spirit knows the languages it knew in life.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon neighbor. 
   3  A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business. 
   4  A talented young ranger is kidnapped by a
                                                
                                            
                                                
                                                     carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility. 
   8  A deep dragon wants someone to manufacture a scenario that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
                                                
                                            
                                                
                                                     in defiance of Kruphix’s will Kruphix doesn’t care about the righteousness of a cause, only about upholding impartiality in both appearance and action. This sometimes means that his followers stay
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
                                                
                                            
                                                
                                                     Favor Karametra grants her favor to champions in the mortal world who advance the cause of civilization and community. She nurtures the power and influence of those who provide food and care to others
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Sinister Sunbeams At some point, the hags attempt to trap the characters—so that they can then facilitate their rescue. To do so, they cause the sunbeams shining through the trees to subtly shift
                                                
                                            
                                                
                                                     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->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     grieving as the elf approaches the end of life. 
   4  A pair of adult crystal dragons lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause
                                                
                                            
                                                
                                                     the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future. 
   2  An ancient crystal dragon is stalked by a villainous ranger who has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
                                                
                                            
                                                
                                                     scum cover its putrid surface, and yawning pits lie in wait beneath the murk to engulf careless wanderers. Cyclopean cities of ornately carved stone rise up from the bog, including the great city of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
                                                
                                            
                                                
                                                     layers of scum cover its putrid surface, and yawning pits lie in wait beneath the murk to engulf careless wanderers. Cyclopean cities of ornately carved stone rise up from the bog, including the great
                                                
                                            
                                        






