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                        Returning 32 results for 'centered wilds ranger'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     human lives, sometimes to help (like a classic fairy godparent) and sometimes to harm. In the wilds of Eldraine, faerie pathlighters often serve as protectors for the lost, the glow of their guiding
                                                
                                            
                                                
                                                     winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious
                                                
                                            
                                        
                                                    Shifter
                                                    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and 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)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Ranger  Core Ranger Traits   Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 3: Animal Handling
                                                
                                            
                                                
                                                     trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Ranger CHRIS RALLIS  A Wandering Warrior Imbued with Primal Magic  Core Ranger Traits   Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and
                                                
                                            
                                                
                                                     predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Dragonmarked Characters Here are examples of characters with this mark. Outlander Ranger. You’re a courier who specializes in dangerous deliveries to exotic locations. Your assignments take you into
                                                
                                            
                                                
                                                     the wilds, the Mournland, and worse. Hopefully you have a team of capable friends! Rogue Urchin. You grew up as a foundling in the worst slums of Sharn. For you, the city is a vast vertical jungle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
 Range: 150 feet
 Components: V, S
 Duration: Instantaneous
 This spell channels
                                                
                                            
                                                
                                                    -radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
 Range: 150 feet
 Components: V, S
 Duration: Instantaneous
 This spell channels
                                                
                                            
                                                
                                                    -radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.  A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
                                                
                                            
                                                
                                                    Deft Explorer 1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Conjure Volley Level 5 Conjuration (Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
 Duration: Instantaneous
 You brandish the
                                                
                                            
                                                
                                                     choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Ranger Subclass A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass. Hunter Protect Nature
                                                
                                            
                                                
                                                     and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them. Level 3: Hunter’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (seven thorns)
 Duration: Concentration, up to 10 minutes
 The ground in a 20-foot
                                                
                                            
                                                
                                                    -radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     wrong about everything. Few Acq Inc franchises set their roots or undertake all their business in urban areas. As such, countless adventures will call a franchise into the wilds, where a qualified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (seven thorns)
 Duration: Concentration, up to 10 minutes
 The ground in a 20-foot
                                                
                                            
                                                
                                                    -radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
                                                
                                            
                                                
                                                     their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , the chief orc of the region, but as time went on, the ranger began to suspect differently.
 — R.A. Salvatore, Sojourn
  Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
                                                
                                            
                                                
                                                     talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
                                                
                                            
                                                
                                                    . OUPHES
 Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
                                                
                                            
                                        
                                                     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->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
                                                
                                            
                                                
                                                    . Scouts are often recruited from people who are more familiar with the wilds than with city streets, including folk heroes, hermits, and outlanders. Soldier. Soldiers make up the core of most military
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Nylea’s Champions Alignment: Usually neutral, often good Suggested Classes: Barbarian, cleric, druid, ranger Suggested Cleric Domains: Nature Suggested Backgrounds: Folk hero, hermit, outlander Most
                                                
                                            
                                                
                                                    , you have proven yourself a guardian of the wilds. You can cast hunter’s mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     with the player characters. The three major conflicts and the goals of the villainous groups are described below. Chromatic Dragons Evil chromatic dragons dwell in the wilds of Eastern Oerik. For
                                                
                                            
                                                
                                                     whatever is trapped in the dungeon. An Elemental Evil Arc. Two published adventures have explored campaign arcs centered around Elemental Evil. The Temple of Elemental Evil (published in 1985) is set in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
                                                
                                            
                                                
                                                     their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
                                                
                                            
                                                
                                                     Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.  Changeable as the moon, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     fills a 20-foot-radius sphere centered on a point the Golgari choose within 120 feet of any member of the group. The cloud spreads around corners and remains until one of the Golgari dismisses it as an
                                                
                                            
                                                
                                                    . Tendrils of creeping fungi reach out to ensnare the enemies of the Golgari. The Golgari choose a 15-foot-radius sphere centered on a point within 60 feet of any member of the group. Each creature in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    , a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger). Creatures. Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat
                                                
                                            
                                                
                                                     Road together, preying on travelers. Now, the bandits content themselves with an occasional hunt in the wilds of the Underdark (see area 43), as well as preying on the kobolds. Development. The goblins
                                                
                                            
                                        





