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                        Returning 35 results for 'clients wind ranger'.
                    
                
                        
                            
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                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrikâs next turn.Second son of Duke Thalamra
                                                
                                            
                                                
                                                     signal them to deliver drinks to the table. If he wants poison added to his clientsâ drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     of Lyrandar
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.
House Lyrandar
Leader: Esravash dâLyrandar
                                                
                                            
                                                
                                                     controls the air in a literal way. The Raincallersâ Guild can use the Mark of Storms to control the weather for its clients.
For many of the houseâs members, the house is more than a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Wind Wall Evocation C   Level 4 Ranger Spells   Spell School Special   Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration â Grasping Vine Conjuration C
                                                
                                            
                                                
                                                    Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spellâs school of magic is listed. In the Special column, C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Wind Wall Evocation C   Level 4 Ranger Spells   Spell School Special   Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration â Grasping Vine Conjuration C
                                                
                                            
                                                
                                                    Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spellâs school of magic is listed. In the Special column, C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Playerâs Handbook. The list is organized by spell level, not character level
                                                
                                            
                                                
                                                    
 Enhance ability
 Gust of wind
 Magic weapon
 Summon beast *
 
  3rd Level
 Elemental weapon
 Meld into stone
 Revivify
 Summon fey *
 4th Level
 Dominate beast
 Summon elemental *
 5th Level
 Greater restoration
                                                
                                            
                                        
                                                     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 fogâs radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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 fogâs radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
 Range: 30 feet
 Components: S, M (a Melee weapon worth 1+ SP)
 Duration: Instantaneous
 You flourish the weapon used
                                                
                                            
                                                
                                                     in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
                                                
                                            
                                        
                                                     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 fogâs radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Ranger Spells  1st Level
 Absorb elements (abjuration)
 Beast bond (divination)
 Snare (abjuration)
 Zephyr strike (transmutation)
 2nd Level
 Healing spirit (conjuration)
 3rd Level
 Flame
                                                
                                            
                                                
                                                     arrows (transmutation)
 4th Level
 Guardian of nature (transmutation)
 5th Level
 Steel wind strike (conjuration)
 Wrath of nature (evocation)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Ranger Spells 1st Level   Alarm
 Animal Friendship
 Cure Wounds
 Detect Magic
 
  Detect Poison and Disease
 Ensnaring Strike
 Fog Cloud
Goodberry
 Hail of Thorns
 Hunterâs Mark
                                                
                                            
                                                
                                                    
Protection from Energy
 Speak with Plants
 Water Breathing
 
  Water Walk
 Wind Wall
4th Level   Conjure Woodland Beings
 Freedom of Movement
 
  Grasping Vine
Locate Creature
 
  Stoneskin
5th Level   Commune with Nature
 
  Conjure Volley
Swift Quiver
 
  Tree Stride
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Ranger Spells  1st Level
 Alarm
 Animal Friendship
 Cure Wounds
 Detect Magic
 Detect Poison and Disease
 Fog Cloud
 Goodberry
 Hunterâs Mark
 Jump
 Longstrider
 Speak with Animals
 2nd
                                                
                                            
                                                
                                                    
 3rd Level
 Conjure Animals
 Daylight
 Nondetection
 Plant Growth
 Protection from Energy
 Speak with Plants
 Water Breathing
 Water Walk
 Wind Wall
 4th Level
 Conjure Woodland Beings
 Freedom of Movement
 Locate Creature
 Stoneskin
 5th Level
 Commune with Nature
 Tree Stride
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects canât pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects canât pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     warm, clear nights, Laraelra moves tables, chairs, and lanterns onto this deck so that clients can drink and gamble under the stars. L3. Aftcastle The captainâs wheel and rudder are gone, leaving holes
                                                
                                            
                                                
                                                     and empty fixtures where they used to be. As with area L2, Laraelra sometimes moves tables, chairs, and lanterns onto this deck so that clients can be outdoors on nights when the weather is nice. Amrik
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
                                                
                                            
                                                
                                                     the sky. Airships can move in all three dimensions, with or without the aid of the wind. Unlike most flying creatures, they donât rely on wings for lift thanks to their soarwood hulls. They are able to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     exchange for a portion of the take from the charlatanâs clients. 
   Adult Crystal Dragon Connections    d8 Connected Creatures 
     1  An adult crystal dragon convinces a druid to cast the awaken
                                                
                                            
                                                
                                                     the area aggressively, unaware that the dragon is spying on themâand 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->Storm King's Thunder
                                                    
                                                
                                            
                                                    . If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the partyâs navigator must succeed on a DC
                                                
                                            
                                                
                                                     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 Klarzâs debt to the Emerald
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     the wind sweeping down from the Reghed Glacier. Six months ago, Macreadus, a sage and devout follower of Lathander (god of the dawn and rebirth), formed a plan to end Aurilâs everlasting winter. He
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    , sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
                                                
                                            
                                                
                                                     village sits in a sheltered spot near the center of the iceberg. When the wind blows â which is most of the time â snow whips off the surrounding drifts and surrounds the settlement in a swirling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
                                                
                                            
                                                
                                                     people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    , sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
                                                
                                            
                                                
                                                     village sits in a sheltered spot near the center of the iceberg. When the wind blowsâwhich is most of the timeâsnow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     plans to visit an old friend â a ranger named Quinn Nardrosz who lives in Jalanthar. If sheâs friendly toward the characters, she invites them to join her, saying she could use the company. If the
                                                
                                            
                                                
                                                     attract new clients, and while the Happy Cow breaks even, itâs not a big moneymaker, and right now the Hardcheese moneylending business is on the ropes. The Black Network has agents in Daggerford handing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     for the cityâs would-be warriors and a central hangout for the Bannerless Legion crew. Garmult assists crew leader Dezri âGutsâ Lamouer in matching clients with mercenaries. They also hire members to
                                                
                                            
                                                
                                                     private meeting place. Its longtime proprietor, a neutral female moon elf spy named Merilyn Allaryr, ensures that clients enter the baths bearing nothing but the thin robes she provides, leaving all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    â Lamouer in matching clients with mercenaries. They also hire members to teach classes in the buildingâs open-air atrium while other members lounge on the overlooking balconies. At any given time
                                                
                                            
                                                
                                                     special niche in Baldurian politics due to its status as a neutral, safe, and private meeting place. Its longtime proprietor, a neutral female moon elf spy named Merilyn Allaryr, ensures that clients
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     foreign traders sell their wares. Tents and covered wagons provide some shelter against the cold wind, but not much. In a few places, campfires with people huddled around them crackle and smoke. One
                                                
                                            
                                                
                                                    ), doesnât meddle in his clientsâ affairs. The accommodations are meager, and the few private rooms lack hearths and are bitterly cold at night. Most of the clientele sleeps in the spacious common room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     clientsâ social circles. Anyone seeking society gossip is well advised to begin at the Harbreeze Bakery. Helm and Cloak The Helm and Cloak draws an unusual mixture of well-heeled but unpretentious
                                                
                                            
                                                
                                                     Undercellar is rumored to run throughout much of the Upper City. Its secret tunnels wind beneath numerous patriar manors, banks, businesses, and even the High Hall itself, connecting through false walls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     clientsâ social circles. Anyone seeking society gossip is well advised to begin at the Harbreeze Bakery. Helm and Cloak The Helm and Cloak draws an unusual mixture of well-heeled but unpretentious
                                                
                                            
                                                
                                                     Undercellar is rumored to run throughout much of the Upper City. Its secret tunnels wind beneath numerous patriar manors, banks, businesses, and even the High Hall itself, connecting through false walls in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . Yeti. If the characters encounter only one yeti, itâs an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
                                                
                                            
                                                
                                                     called the Iron Trail connects Ironmaster to the Ten Trail, but it virtually disappears in the winter, buried under snow. It crosses wind-blasted hills and tundra, offering precious little shelter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    ). Accustomed to doing business with shady traders and contraband, he doesnât trouble his clients with too many questions. He simply takes their money while assuring them that the gates and walls of the
                                                
                                            
                                                
                                                    , seven yakfolk warriors (see appendix C) barge into the throne hall to kill the king and the adventurers. The yakfolk have used their Wind Ghost power to possess six Knights of the Mithral Shield. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Sheâs heard many tales about fogs that persist in the Sumber Hills even in bright sunlight, and sudden gusts of hot wind sweeping west out of the hills where breezes have always been cold. There have
                                                
                                            
                                                
                                                     the wilderness. An Emerald Enclave ranger rescued her, and sheâs been a friend to faction members ever since. 16. Waelvurâs Wagonworks Ilmeth Waelvur (male Tethyrian human bandit) operates a cheaper
                                                
                                            
                                        






